HLSL and standalone, modifying Standalone to send filename as string source, and HLSL backend will use this to print a better error mesage when things fail
diff --git a/StandAlone/StandAlone.cpp b/StandAlone/StandAlone.cpp
index 0a8f395..0c54273 100644
--- a/StandAlone/StandAlone.cpp
+++ b/StandAlone/StandAlone.cpp
@@ -412,7 +412,26 @@
struct ShaderCompUnit {
EShLanguage stage;
std::string fileName;
- char** text; // memory owned/managed externally
+ char** text; // memory owned/managed externally
+ const char* fileNameList[1];
+
+ //Need to have a special constructors to adjust the fileNameList, since back end needs a list of ptrs
+ ShaderCompUnit(EShLanguage istage, std::string &ifileName, char** itext)
+ {
+ stage = istage;
+ fileName = ifileName;
+ text = itext;
+ fileNameList[0] = fileName.c_str();
+ }
+
+ ShaderCompUnit(const ShaderCompUnit &rhs)
+ {
+ stage = rhs.stage;
+ fileName = rhs.fileName;
+ text = rhs.text;
+ fileNameList[0] = fileName.c_str();
+ }
+
};
//
@@ -439,7 +458,7 @@
for (auto it = compUnits.cbegin(); it != compUnits.cend(); ++it) {
const auto &compUnit = *it;
glslang::TShader* shader = new glslang::TShader(compUnit.stage);
- shader->setStrings(compUnit.text, 1);
+ shader->setStringsWithLengthsAndNames(compUnit.text, NULL, compUnit.fileNameList, 1);
if (entryPointName) // HLSL todo: this needs to be tracked per compUnits
shader->setEntryPoint(entryPointName);
shaders.push_back(shader);