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Removed unnecessary shader error log messages
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parent
09bf1b35c0
commit
1472fca951
@ -1482,8 +1482,9 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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}
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Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
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ERR_FAIL_COND(err != OK);
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if (err != OK) {
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return;
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}
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p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.custom_defines);
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@ -2168,8 +2168,9 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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}
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Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
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ERR_FAIL_COND(err != OK);
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if (err != OK) {
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return;
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}
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p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.defines);
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@ -198,9 +198,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
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ShaderLanguage sl;
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String calltip;
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Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
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if (err != OK)
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ERR_PRINT("Shaderlang complete failed");
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sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
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if (calltip != "") {
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get_text_edit()->set_code_hint(calltip);
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@ -5348,9 +5348,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
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nodes = NULL;
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shader = alloc_node<ShaderNode>();
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Error err = _parse_shader(p_functions, p_render_modes, p_shader_types);
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if (err != OK)
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ERR_PRINT("Failed to parse shader");
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_parse_shader(p_functions, p_render_modes, p_shader_types);
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switch (completion_type) {
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