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authorTim Foley <tfoley@nvidia.com>2017-07-12 13:26:53 -0700
committerTim Foley <tfoley@nvidia.com>2017-07-12 13:26:53 -0700
commit0174470593881b5fe6c22594c9df875ab95a6735 (patch)
tree3bc9146ef6375c2f5055aa0db995e7a403afe931 /source/slang/compiler.cpp
parent11f12cd3a1d53f988d4c9726ac4301f35dc7f01f (diff)
Properly register error on downstream compiler failure
- The old code was just doing `exit(1)` if glslang or `D3DCompile` failed, which is obviously unacceptable - The new approach adds the output to the diagnostic buffer (or invokes the callback), and tracks the error count just like any other errors
Diffstat (limited to 'source/slang/compiler.cpp')
-rw-r--r--source/slang/compiler.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/slang/compiler.cpp b/source/slang/compiler.cpp
index 7df978707..284bb200a 100644
--- a/source/slang/compiler.cpp
+++ b/source/slang/compiler.cpp
@@ -236,15 +236,14 @@ namespace Slang
// TODO(tfoley): need a better policy for how we translate diagnostics
// back into the Slang world (although we should always try to generate
// HLSL that doesn't produce any diagnostics...)
- String diagnostics = (char const*) diagnosticsBlob->GetBufferPointer();
- fprintf(stderr, "%s", diagnostics.begin());
- OutputDebugStringA(diagnostics.begin());
+ entryPoint->compileRequest->mSink.diagnoseRaw(
+ FAILED(hr) ? Severity::Error : Severity::Warning,
+ (char const*) diagnosticsBlob->GetBufferPointer());
diagnosticsBlob->Release();
}
if (FAILED(hr))
{
- // TODO(tfoley): What to do on failure?
- exit(1);
+ return List<uint8_t>();
}
return data;
}
@@ -376,9 +375,10 @@ namespace Slang
if (err)
{
- OutputDebugStringA(diagnosticOutput.Buffer());
- fprintf(stderr, "%s", diagnosticOutput.Buffer());
- exit(1);
+ entryPoint->compileRequest->mSink.diagnoseRaw(
+ Severity::Error,
+ diagnosticOutput.begin());
+ return err;
}
return 0;