fprintf(stderr, "Section: %s\n", sdefine);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", sources[2]);
- exit(1);
+ return 0;
}
return shader;
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER",
define);
+ if (vertexShader == 0) {
+ return 0;
+ }
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER",
define);
+ if (geometryShader == 0) {
+ return 0;
+ }
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER",
define);
+ if (fragmentShader == 0) {
+ return 0;
+ }
GLuint program = glCreateProgram();
glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
fprintf(stderr, "Defines: %s\n", define);
- exit(1);
+ glDeleteProgram(program);
+ return 0;
}
glUniformBlockBinding(program,
} /* namespace */
-void openSubdiv_osdGLDisplayInit(void)
+bool openSubdiv_osdGLDisplayInit(void)
{
static bool need_init = true;
+ static bool init_success = false;
if (need_init) {
g_flat_fill_solid_program = linkProgram("#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define FLAT_SHADING\n");
sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
need_init = false;
+ init_success = g_flat_fill_solid_program != 0 &&
+ g_flat_fill_texture2d_program != 0 &&
+ g_smooth_fill_solid_program != 0 &&
+ g_smooth_fill_texture2d_program != 0 &&
+ g_wireframe_program;
}
+ return init_success;
}
void openSubdiv_osdGLDisplayDeinit(void)
(GLMeshInterface *)(gl_mesh->descriptor);
/* Make sure all global invariants are initialized. */
- openSubdiv_osdGLDisplayInit();
+ if (!openSubdiv_osdGLDisplayInit()) {
+ return;
+ }
/* Setup GLSL/OpenGL to draw patches in current context. */
GLuint program = preapre_patchDraw(mesh, fill_quads != 0);