If a tess/compute shader compilation fails, print its type correctly

Change-Id: I7536b596b890ed304846572b3068b3e932c0f594
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
This commit is contained in:
Giuseppe D'Angelo 2014-08-18 16:06:53 +02:00
parent 75b62f3a17
commit 1b149c2bf5

View File

@ -278,16 +278,27 @@ bool QOpenGLShaderPrivate::compile(QOpenGLShader *q)
"Fragment",
"Vertex",
"Geometry",
"Tessellation Control",
"Tessellation Evaluation",
"Compute",
""
};
const char *type = types[3];
if (shaderType == QOpenGLShader::Fragment)
type = types[0];
else if (shaderType == QOpenGLShader::Vertex)
type = types[1];
else if (shaderType == QOpenGLShader::Geometry)
type = types[2];
const char *type = types[6];
switch (shaderType) {
case QOpenGLShader::Fragment:
type = types[0]; break;
case QOpenGLShader::Vertex:
type = types[1]; break;
case QOpenGLShader::Geometry:
type = types[2]; break;
case QOpenGLShader::TessellationControl:
type = types[3]; break;
case QOpenGLShader::TessellationEvaluation:
type = types[4]; break;
case QOpenGLShader::Compute:
type = types[5]; break;
}
// Get info and source code lengths
GLint infoLogLength = 0;