Added -C option to request cascading errors. By default, will exit early, to avoid all error-recovery-based crashes. This works by simulating end-of-file in input on first error, so no need for exception handling, or stack unwinding, or any complex error checking/handling to get out of the stack.
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11 changed files with 57 additions and 37 deletions
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@ -264,8 +264,7 @@ public:
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tryLoadFile(expectedOutputFname, "expected output", &expectedOutput);
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const EShMessages controls = DeriveOptions(source, semantics, target);
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GlslangResult result =
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compileAndLink(testName, input, entryPointName, controls);
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GlslangResult result = compileAndLink(testName, input, entryPointName, controls);
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// Generate the hybrid output in the way of glslangValidator.
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std::ostringstream stream;
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@ -290,7 +289,7 @@ public:
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glslang::TShader::ForbidInclude includer;
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const bool success = shader.preprocess(
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&glslang::DefaultTBuiltInResource, defaultVersion, defaultProfile,
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forceVersionProfile, isForwardCompatible, EShMsgOnlyPreprocessor,
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forceVersionProfile, isForwardCompatible, (EShMessages)(EShMsgOnlyPreprocessor | EShMsgCascadingErrors),
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&ppShader, includer);
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std::string log = shader.getInfoLog();
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