Update Program, ProgramBinary and HLSLCompiler to use Error objects.
BUG=angle:520
Change-Id: Ibbe8c95780fecfb68f4558e99e3a761107da6aee
Reviewed-on: https://chromium-review.googlesource.com/220790
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index 9bfda09..990bcec 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -244,7 +244,7 @@
// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
// compiling them into binaries, determining the attribute mappings, and collecting
// a list of uniforms
-bool Program::link(const Caps &caps)
+Error Program::link(const Caps &caps)
{
unlink(false);
@@ -252,10 +252,15 @@
resetUniformBlockBindings();
mProgramBinary.set(new ProgramBinary(mRenderer->createProgram()));
- mLinked = mProgramBinary->link(mInfoLog, mAttributeBindings, mFragmentShader, mVertexShader,
- mTransformFeedbackVaryings, mTransformFeedbackBufferMode, caps);
+ LinkResult result = mProgramBinary->link(mInfoLog, mAttributeBindings, mFragmentShader, mVertexShader,
+ mTransformFeedbackVaryings, mTransformFeedbackBufferMode, caps);
+ if (result.error.isError())
+ {
+ return result.error;
+ }
- return mLinked;
+ mLinked = result.linkSuccess;
+ return gl::Error(GL_NO_ERROR);
}
int AttributeBindings::getAttributeBinding(const std::string &name) const
@@ -303,21 +308,22 @@
return mProgramBinary.get();
}
-bool Program::setProgramBinary(GLenum binaryFormat, const void *binary, GLsizei length)
+Error Program::setProgramBinary(GLenum binaryFormat, const void *binary, GLsizei length)
{
unlink(false);
mInfoLog.reset();
mProgramBinary.set(new ProgramBinary(mRenderer->createProgram()));
- mLinked = mProgramBinary->load(mInfoLog, binaryFormat, binary, length);
-
- if (!mLinked)
+ LinkResult result = mProgramBinary->load(mInfoLog, binaryFormat, binary, length);
+ if (result.error.isError())
{
mProgramBinary.set(NULL);
+ return result.error;
}
- return mLinked;
+ mLinked = result.linkSuccess;
+ return Error(GL_NO_ERROR);
}
void Program::release()