#ifndef LIBGLESV2_RENDERER_SHADER_CACHE_H_
#define LIBGLESV2_RENDERER_SHADER_CACHE_H_
+#include "libGLESv2/Error.h"
+
#include "common/debug.h"
#include <cstddef>
mDevice = device;
}
- ShaderObject *create(const DWORD *function, size_t length)
+ gl::Error create(const DWORD *function, size_t length, ShaderObject **outShaderObject)
{
std::string key(reinterpret_cast<const char*>(function), length);
typename Map::iterator it = mMap.find(key);
if (it != mMap.end())
{
it->second->AddRef();
- return it->second;
+ *outShaderObject = it->second;
+ return gl::Error(GL_NO_ERROR);
}
ShaderObject *shader;
HRESULT result = createShader(function, &shader);
if (FAILED(result))
{
- return NULL;
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader, result: 0x%X.", result);
}
// Random eviction policy.
shader->AddRef();
mMap[key] = shader;
- return shader;
+ *outShaderObject = shader;
+ return gl::Error(GL_NO_ERROR);
}
void clear()