- made postprocess shader parsing a little more strict, will error out more frequently with common mistakes.

This commit is contained in:
Rachael Alexanderson 2017-07-23 06:09:20 -04:00
parent 7436693860
commit b30b93f40f
1 changed files with 15 additions and 0 deletions

View File

@ -683,6 +683,13 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
PostProcessShader shaderdesc; PostProcessShader shaderdesc;
shaderdesc.Target = sc.String; shaderdesc.Target = sc.String;
bool validTarget = false;
if (sc.Compare("beforebloom")) validTarget = true;
if (sc.Compare("scene")) validTarget = true;
if (sc.Compare("screen")) validTarget = true;
if (!validTarget)
sc.ScriptError("Invalid target '%s' for postprocess shader",sc.String);
sc.MustGetToken('{'); sc.MustGetToken('{');
while (!sc.CheckToken('}')) while (!sc.CheckToken('}'))
{ {
@ -694,6 +701,8 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
sc.MustGetNumber(); sc.MustGetNumber();
shaderdesc.ShaderVersion = sc.Number; shaderdesc.ShaderVersion = sc.Number;
if (sc.Number > 450 || sc.Number < 330)
sc.ScriptError("Shader version must be in range 330 to 450!");
} }
else if (sc.Compare("name")) else if (sc.Compare("name"))
{ {
@ -719,6 +728,8 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
parsedType = PostProcessUniformType::Vec2; parsedType = PostProcessUniformType::Vec2;
else if (uniformType.Compare("vec3") == 0) else if (uniformType.Compare("vec3") == 0)
parsedType = PostProcessUniformType::Vec3; parsedType = PostProcessUniformType::Vec3;
else
sc.ScriptError("Unrecognized uniform type '%s'", sc.String);
if (parsedType != PostProcessUniformType::Undefined) if (parsedType != PostProcessUniformType::Undefined)
shaderdesc.Uniforms[uniformName].Type = parsedType; shaderdesc.Uniforms[uniformName].Type = parsedType;
@ -727,6 +738,10 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
{ {
shaderdesc.Enabled = true; shaderdesc.Enabled = true;
} }
else
{
sc.ScriptError("Unknown keyword '%s'", sc.String);
}
} }
PostProcessShaders.Push(shaderdesc); PostProcessShaders.Push(shaderdesc);