GPUShader: Fix linking working even if one shader compilation failed
Linking without valid shaders works on some drivers. Avoid this case by forcing linking step to return false.
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@@ -151,6 +151,7 @@ GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *>
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}
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if (!status) {
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glDeleteShader(shader);
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compilation_failed_ = true;
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return 0;
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}
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@@ -193,6 +194,10 @@ void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
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bool GLShader::finalize(void)
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{
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if (compilation_failed_) {
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return false;
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}
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glLinkProgram(shader_program_);
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GLint status;
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@@ -39,10 +39,12 @@ class GLShader : public Shader {
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private:
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/** Handle for full program (links shader stages below). */
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GLuint shader_program_ = 0;
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/** Individual shader stages. */
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GLuint vert_shader_ = 0;
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GLuint geom_shader_ = 0;
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GLuint frag_shader_ = 0;
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/** True if any shader failed to compile. */
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bool compilation_failed_ = false;
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eGPUShaderTFBType transform_feedback_type_ = GPU_SHADER_TFB_NONE;
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