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If one shader fails, whole program fails

This commit is contained in:
Isaac Marovitz 2023-10-10 21:56:08 -04:00 committed by Isaac Marovitz
parent 511db833db
commit a58d1cffe4

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@ -28,28 +28,27 @@ namespace Ryujinx.Graphics.Metal
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
_status = ProgramLinkStatus.Failure;
return;
}
else
{
switch (shaders[index].Stage)
{
case ShaderStage.Compute:
ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
break;
case ShaderStage.Vertex:
VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));
break;
case ShaderStage.Fragment:
FragmentFunction = shaderLibrary.NewFunction(StringHelper.NSString("fragmentMain"));
break;
default:
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shaders[index].Stage}!");
break;
}
_status = ProgramLinkStatus.Success;
switch (shaders[index].Stage)
{
case ShaderStage.Compute:
ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
break;
case ShaderStage.Vertex:
VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));
break;
case ShaderStage.Fragment:
FragmentFunction = shaderLibrary.NewFunction(StringHelper.NSString("fragmentMain"));
break;
default:
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shaders[index].Stage}!");
break;
}
}
_status = ProgramLinkStatus.Success;
}
public ProgramLinkStatus CheckProgramLink(bool blocking)