GLES2: detach and delete shaders after LinkProgram
Also make sure program linked correctly!
@@ -30,7 +30,7 @@ static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
wlr_log(L_ERROR, "Shader compilation failed");
wlr_log(L_ERROR, "%s", msg);
- exit(1);
+ glDeleteShader(*shader);
return false;
}
return true;
@@ -43,13 +43,32 @@ static bool compile_program(const GLchar *vert_src,
return false;
}
if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
- glDeleteProgram(vertex);
+ glDeleteShader(vertex);
return false;
}
*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
+ GLint success;
+ GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success));
+ if (success == GL_FALSE) {
+ GLint loglen;
+ GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen));
+ GLchar msg[loglen];
+ GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg));
+ wlr_log(L_ERROR, "Program link failed");
+ wlr_log(L_ERROR, "%s", msg);
+ glDeleteProgram(*program);
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+ return false;
+ }
+ glDetachShader(*program, vertex);
+ glDetachShader(*program, fragment);
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
+
return true;
}
