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- Improve the "#line 1" directive insertion so that errors in all the…
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… shaders use line numbers relative to the lump they are referring to
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dpjudas committed Feb 10, 2018
1 parent 5528d41 commit e2cab65
Showing 1 changed file with 5 additions and 2 deletions.
7 changes: 5 additions & 2 deletions src/gl/shaders/gl_shader.cpp
Expand Up @@ -249,8 +249,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "#define brighttexture texture2\n";
i_data += "#endif\n";

i_data += "#line 1\n";

int vp_lump = Wads.CheckNumForFullName(vert_prog_lump, 0);
if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
FMemLump vp_data = Wads.ReadLump(vp_lump);
Expand Down Expand Up @@ -307,11 +305,16 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
vp_comb << defines << i_data.GetChars();
FString fp_comb = vp_comb;

vp_comb << "#line 1\n";
fp_comb << "#line 1\n";

vp_comb << vp_data.GetString().GetChars() << "\n";
fp_comb << fp_data.GetString().GetChars() << "\n";

if (proc_prog_lump != NULL)
{
fp_comb << "#line 1\n";

if (*proc_prog_lump != '#')
{
int pp_lump = Wads.CheckNumForFullName(proc_prog_lump);
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