rendering: allow ignoring uniform errors

This allows easier debugging on such errors for non developers.
This commit is contained in:
Moritz Zwerger 2024-04-23 11:35:16 +02:00
parent 5b1ca516e1
commit e7b57e4da3
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GPG Key ID: 5CAD791931B09AC4
2 changed files with 15 additions and 2 deletions

View File

@ -1,6 +1,6 @@
/*
* Minosoft
* Copyright (C) 2020-2023 Moritz Zwerger
* Copyright (C) 2020-2024 Moritz Zwerger
*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
*
@ -37,4 +37,10 @@ class AdvancedC(profile: RenderingProfile) {
* Requires rendering restart to apply
*/
var preferQuads by BooleanDelegate(profile, false)
/**
* This option makes shader uniform errors just warnings and does not crash it. This only helps if there is a driver bug or the included shader does not follow
* the specs strictly. Not recommended to enable.
*/
var allowUniformErrors by BooleanDelegate(profile, false)
}

View File

@ -28,6 +28,9 @@ import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException
import de.bixilon.minosoft.gui.rendering.system.base.buffer.uniform.UniformBuffer
import de.bixilon.minosoft.gui.rendering.system.base.shader.NativeShader
import de.bixilon.minosoft.gui.rendering.system.base.shader.code.glsl.GLSLShaderCode
import de.bixilon.minosoft.util.logging.Log
import de.bixilon.minosoft.util.logging.LogLevels
import de.bixilon.minosoft.util.logging.LogMessageType
import it.unimi.dsi.fastutil.ints.IntArrayList
import it.unimi.dsi.fastutil.objects.Object2IntOpenHashMap
import org.lwjgl.opengl.GL11.GL_FALSE
@ -129,7 +132,11 @@ class OpenGLNativeShader(
val location = uniformLocations.getOrPut(uniformName) {
val location = glGetUniformLocation(handler, uniformName)
if (location < 0) {
throw IllegalArgumentException("No uniform named $uniformName in $this, maybe you use something that has been optimized out? Check your shader code!")
val error = "No uniform named $uniformName in $this, maybe you use something that has been optimized out? Check your shader code!"
if (!context.profile.advanced.allowUniformErrors) {
throw IllegalArgumentException(error)
}
Log.log(LogMessageType.RENDERING, LogLevels.WARN, error)
}
return@getOrPut location
}