Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Make sure shader param exists before setting its value #558

Merged
merged 2 commits into from
Feb 9, 2022
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
7 changes: 7 additions & 0 deletions ogre2/src/Ogre2Material.cc
Original file line number Diff line number Diff line change
Expand Up @@ -646,6 +646,13 @@ void Ogre2Material::UpdateShaderParams(ConstShaderParamsPtr _params,
continue;
}

if (!_ogreParams->_findNamedConstantDefinition(name_param.first))
{
ignwarn << "Unable to find GPU program parameter: "
<< name_param.first << std::endl;
continue;
}

if (ShaderParam::PARAM_FLOAT == name_param.second.Type())
{
float value;
Expand Down
4 changes: 4 additions & 0 deletions test/integration/camera.cc
Original file line number Diff line number Diff line change
Expand Up @@ -671,6 +671,10 @@ void CameraTest::ShaderSelection(const std::string &_renderEngine)
// correct type and value.
auto params = visual->Material()->VertexShaderParams();
(*params)["worldviewproj_matrix"] = 1;

// check setting invalid param - this should print a warning msg and
// not cause the program to crash.
(*params)["worldviewproj_matrix_invalid"] = 1;
}

// render a few frames
Expand Down