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glgsg: Suppress useless shader linking warnings on macOS
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@ -3095,6 +3095,37 @@ glsl_report_program_errors(GLuint program, bool fatal) {
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if (strcmp(info_log, "Success.\n") != 0 &&
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if (strcmp(info_log, "Success.\n") != 0 &&
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strcmp(info_log, "No errors.\n") != 0 &&
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strcmp(info_log, "No errors.\n") != 0 &&
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strcmp(info_log, "Validation successful.\n") != 0) {
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strcmp(info_log, "Validation successful.\n") != 0) {
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#ifdef __APPLE__
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// Filter out these unhelpful warnings that Apple always generates.
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while (true) {
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if (info_log[0] == '\n') {
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++info_log;
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continue;
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}
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if (info_log[0] == '\0') {
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// We reached the end without finding anything interesting.
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return;
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}
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int linelen = 0;
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if ((sscanf(info_log, "WARNING: Could not find vertex shader attribute %*s to match BindAttributeLocation request.%*[\n]%n", &linelen) == 0 && linelen > 0) ||
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(sscanf(info_log, "WARNING: Could not find fragment shader output %*s to match FragDataBinding request.%*[\n]%n", &linelen) == 0 && linelen > 0)) {
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info_log += linelen;
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continue;
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}
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else {
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break;
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}
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info_log = strchr(info_log, '\n');
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if (info_log == nullptr) {
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// We reached the end without finding anything interesting.
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return;
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}
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++info_log;
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}
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#endif
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if (!fatal) {
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if (!fatal) {
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GLCAT.warning()
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GLCAT.warning()
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<< "Shader " << _shader->get_filename() << " produced the "
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<< "Shader " << _shader->get_filename() << " produced the "
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