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| author | Tim Foley <tfoley@nvidia.com> | 2017-07-12 13:26:53 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-07-12 13:26:53 -0700 |
| commit | 0174470593881b5fe6c22594c9df875ab95a6735 (patch) | |
| tree | 3bc9146ef6375c2f5055aa0db995e7a403afe931 /source/slang/diagnostics.cpp | |
| parent | 11f12cd3a1d53f988d4c9726ac4301f35dc7f01f (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/diagnostics.cpp')
| -rw-r--r-- | source/slang/diagnostics.cpp | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/source/slang/diagnostics.cpp b/source/slang/diagnostics.cpp index 0c55a94bd..870e6d172 100644 --- a/source/slang/diagnostics.cpp +++ b/source/slang/diagnostics.cpp @@ -194,6 +194,36 @@ void DiagnosticSink::diagnoseImpl(CodePosition const& pos, DiagnosticInfo const& } } +void DiagnosticSink::diagnoseRaw( + Severity severity, + char const* message) +{ + if (severity >= Severity::Error) + { + errorCount++; + } + + // Did the client supply a callback for us to use? + if( callback ) + { + // If so, pass the error string along to them + callback(message, callbackUserData); + } + else + { + // If the user doesn't have a callback, then just + // collect our diagnostic messages into a buffer + outputBuffer.append(message); + } + + if (severity >= Severity::Fatal) + { + // TODO: figure out a better policy for aborting compilation + throw InvalidOperationException(); + } +} + + namespace Diagnostics { #define DIAGNOSTIC(id, severity, name, messageFormat) const DiagnosticInfo name = { id, Severity::severity, messageFormat }; |
