Don't assert that GLSL shader compilation succeeded in Chrome
Bug: chromium:82186 Change-Id: Ie4ef3b766117b9693702917203d2bb87e1ddbe7d Reviewed-on: https://skia-review.googlesource.com/109482 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
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@ -152,7 +152,11 @@ GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
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GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
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GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
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SkDebugf("Errors:\n%s\n", (const char*) log.get());
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SkDebugf("Errors:\n%s\n", (const char*) log.get());
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}
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}
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// In Chrome we may have failed due to context-loss. So we should just continue along
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// wihthout asserting until the GrContext gets abandoned.
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if (kChromium_GrGLDriver != glCtx.driver()) {
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SkDEBUGFAIL("GLSL compilation failed!");
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SkDEBUGFAIL("GLSL compilation failed!");
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}
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GR_GL_CALL(gli, DeleteShader(shaderId));
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GR_GL_CALL(gli, DeleteShader(shaderId));
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return 0;
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return 0;
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}
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}
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