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base repository: ngscopeclient/scopehal-apps
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head repository: ngscopeclient/scopehal-apps
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compare: 53b56dbeb0fd
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  • 1 commit
  • 1 file changed
  • 1 contributor

Commits on Feb 24, 2020

  1. WaveformArea: now use LogFatal when shaders can't be loaded, proper l…

    …ine breaks at end of error messages
    azonenberg committed Feb 24, 2020
    Copy the full SHA
    53b56db View commit details
Showing with 10 additions and 40 deletions.
  1. +10 −40 glscopeclient/WaveformArea.cpp
50 changes: 10 additions & 40 deletions glscopeclient/WaveformArea.cpp
Original file line number Diff line number Diff line change
@@ -509,16 +509,10 @@ void WaveformArea::InitializeWaveformPass()
//ProfileBlock pb("Load waveform shaders");
ComputeShader wc;
if(!wc.Load("shaders/waveform-compute.glsl"))
{
LogError("failed to load waveform compute shader, aborting");
exit(1);
}
LogFatal("failed to load waveform compute shader, aborting\n");
m_waveformComputeProgram.Add(wc);
if(!m_waveformComputeProgram.Link())
{
LogError("failed to link shader program, aborting");
exit(1);
}
LogFatal("failed to link shader program, aborting\n");
}

void WaveformArea::InitializeColormapPass()
@@ -529,18 +523,12 @@ void WaveformArea::InitializeColormapPass()
VertexShader cvs;
FragmentShader cfs;
if(!cvs.Load("shaders/colormap-vertex.glsl") || !cfs.Load("shaders/colormap-fragment.glsl"))
{
LogError("failed to load colormap shaders, aborting");
exit(1);
}
LogFatal("failed to load colormap shaders, aborting\n");

m_colormapProgram.Add(cvs);
m_colormapProgram.Add(cfs);
if(!m_colormapProgram.Link())
{
LogError("failed to link shader program, aborting");
exit(1);
}
LogFatal("failed to link shader program, aborting\n");

//Create the VAO/VBO for a fullscreen polygon
float verts[8] =
@@ -564,18 +552,12 @@ void WaveformArea::InitializeEyePass()
VertexShader cvs;
FragmentShader cfs;
if(!cvs.Load("shaders/eye-vertex.glsl") || !cfs.Load("shaders/eye-fragment.glsl"))
{
LogError("failed to load eye shaders, aborting");
exit(1);
}
LogFatal("failed to load eye shaders, aborting\n");

m_eyeProgram.Add(cvs);
m_eyeProgram.Add(cfs);
if(!m_eyeProgram.Link())
{
LogError("failed to link shader program, aborting");
exit(1);
}
LogFatal("failed to link shader program, aborting\n");

//Create the VAO/VBO for a fullscreen polygon
float verts[8] =
@@ -623,18 +605,12 @@ void WaveformArea::InitializePersistencePass()
VertexShader cvs;
FragmentShader cfs;
if(!cvs.Load("shaders/persist-vertex.glsl") || !cfs.Load("shaders/persist-fragment.glsl"))
{
LogError("failed to load persist shaders, aborting");
exit(1);
}
LogFatal("failed to load persist shaders, aborting\n");

m_persistProgram.Add(cvs);
m_persistProgram.Add(cfs);
if(!m_persistProgram.Link())
{
LogError("failed to link shader program, aborting");
exit(1);
}
LogFatal("failed to link shader program, aborting\n");

//Create the VAO/VBO for a fullscreen polygon
float verts[8] =
@@ -658,18 +634,12 @@ void WaveformArea::InitializeCairoPass()
VertexShader cvs;
FragmentShader cfs;
if(!cvs.Load("shaders/cairo-vertex.glsl") || !cfs.Load("shaders/cairo-fragment.glsl"))
{
LogError("failed to load cairo shaders, aborting");
exit(1);
}
LogFatal("failed to load cairo shaders, aborting\n");

m_cairoProgram.Add(cvs);
m_cairoProgram.Add(cfs);
if(!m_cairoProgram.Link())
{
LogError("failed to link shader program, aborting");
exit(1);
}
LogFatal("failed to link shader program, aborting\n");

//Create the VAO/VBO for a fullscreen polygon
float verts[8] =