def _update(self): """ Compile the source and checks everything's ok """ log.debug("GPU: Compiling shader") if len(self.hooks): raise RuntimeError("Shader has pending hooks, cannot compile") # Set shader source gl.glShaderSource(self._handle, self.code) # Actual compilation gl.glCompileShader(self._handle) status = gl.glGetShaderiv(self._handle, gl.GL_COMPILE_STATUS) if not status: error = gl.glGetShaderInfoLog(self._handle) lineno, mesg = self._parse_error(error) self._print_error(mesg, lineno-1) raise RuntimeError("Shader compilation error")
def _update(self): """ Compile the source and checks everything's ok """ log.debug("GPU: Compiling shader") if len(self.hooks): hooks = [name for name, snippet in self.hooks] error = "Shader has pending hooks (%s), cannot compile" % hooks raise RuntimeError(error) # Set shader version code = "#version 120\n" + self.code gl.glShaderSource(self._handle, code) # Actual compilation gl.glCompileShader(self._handle) status = gl.glGetShaderiv(self._handle, gl.GL_COMPILE_STATUS) if not status: error = gl.glGetShaderInfoLog(self._handle).decode() lineno, mesg = self._parse_error(error) self._print_error(mesg, lineno - 1) raise RuntimeError("Shader compilation error")
def _update(self): """ Compile the source and checks everything's ok """ log.debug("GPU: Compiling shader") if len(self.hooks): hooks = [name for name,snippet in self.hooks] error = "Shader has pending hooks (%s), cannot compile" % hooks raise RuntimeError(error) # Set shader version code = "#version 120\n" + self.code gl.glShaderSource(self._handle, code) # Actual compilation gl.glCompileShader(self._handle) status = gl.glGetShaderiv(self._handle, gl.GL_COMPILE_STATUS) if not status: error = gl.glGetShaderInfoLog(self._handle).decode() lineno, mesg = self._parse_error(error) self._print_error(mesg, lineno-1) raise RuntimeError("Shader compilation error")