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>
This commit is contained in:
Brian Salomon 2018-02-22 15:03:17 -05:00 committed by Skia Commit-Bot
parent 242135a402
commit 020dbe7917

View File

@ -152,7 +152,11 @@ GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get())); GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
SkDebugf("Errors:\n%s\n", (const char*) log.get()); SkDebugf("Errors:\n%s\n", (const char*) log.get());
} }
SkDEBUGFAIL("GLSL compilation failed!"); // In Chrome we may have failed due to context-loss. So we should just continue along
// wihthout asserting until the GrContext gets abandoned.
if (kChromium_GrGLDriver != glCtx.driver()) {
SkDEBUGFAIL("GLSL compilation failed!");
}
GR_GL_CALL(gli, DeleteShader(shaderId)); GR_GL_CALL(gli, DeleteShader(shaderId));
return 0; return 0;
} }