nv2a/gl: Move program validation to generate_shaders

This commit is contained in:
Matt Borgerson 2025-06-28 00:08:45 -07:00 committed by mborgerson
parent 4977e65bd5
commit 07ff078373
1 changed files with 11 additions and 11 deletions

View File

@ -114,17 +114,6 @@ static void update_shader_constant_locations(ShaderBinding *binding)
}
}
/* validate the program */
glValidateProgram(binding->gl_program);
GLint valid = 0;
glGetProgramiv(binding->gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(binding->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
abort();
}
/* lookup fragment shader uniforms */
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 2; j++) {
@ -280,6 +269,17 @@ static void generate_shaders(ShaderBinding *binding)
glUseProgram(program);
/* validate the program */
GLint valid = 0;
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
abort();
}
binding->initialized = true;
binding->gl_program = program;
binding->gl_primitive_mode = gl_primitive_mode;