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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.h | |
| 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.h')
| -rw-r--r-- | source/slang/diagnostics.h | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/slang/diagnostics.h b/source/slang/diagnostics.h index 8834f1a6e..6957fc763 100644 --- a/source/slang/diagnostics.h +++ b/source/slang/diagnostics.h @@ -185,6 +185,12 @@ namespace Slang } void diagnoseImpl(CodePosition const& pos, DiagnosticInfo const& info, int argCount, DiagnosticArg const* const* args); + + // Add a diagnostic with raw text + // (used when we get errors from a downstream compiler) + void diagnoseRaw( + Severity severity, + char const* message); }; namespace Diagnostics |
