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Slightly improved error messages when love.graphics.newShader fails
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@@ -505,40 +505,50 @@ int w_newShader(lua_State *L)
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if (!Shader::isSupported())
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if (!Shader::isSupported())
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return luaL_error(L, "Sorry, your graphics card does not support shaders.");
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return luaL_error(L, "Sorry, your graphics card does not support shaders.");
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// clamp stack to 2 elements
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lua_settop(L, 2);
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luax_getfunction(L, "graphics", "_shaderCodeToGLSL");
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// push vertcode and fragcode strings to the top of the stack so they become arguments for the function
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lua_pushvalue(L, 1);
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lua_pushvalue(L, 2);
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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Shader::ShaderSources sources;
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// vertex shader code
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if (lua_isstring(L, -2))
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{
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std::string vertcode(luaL_checkstring(L, -2));
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sources[Shader::TYPE_VERTEX] = vertcode;
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}
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// fragment shader code
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if (lua_isstring(L, -1))
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{
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std::string fragcode(luaL_checkstring(L, -1));
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sources[Shader::TYPE_FRAGMENT] = fragcode;
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}
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if (sources.empty())
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{
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// Original args had source code, but effectCodeToGLSL couldn't translate it
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for (int i = 1; i <= 2; i++)
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{
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if (lua_isstring(L, i))
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return luaL_argerror(L, i, "invalid or incomplete shader code");
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}
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}
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try
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try
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{
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{
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// clamp stack to 2 elements
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lua_settop(L, 2);
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luax_getfunction(L, "graphics", "_shaderCodeToGLSL");
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// push vertcode and fragcode strings to the top of the stack so they become arguments for the function
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lua_pushvalue(L, 1);
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lua_pushvalue(L, 2);
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// call effectCodeToGLSL, returned values will be at the top of the stack
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lua_pcall(L, 2, 2, 0);
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Shader::ShaderSources sources;
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// vertex shader code
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if (lua_isstring(L, -2))
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{
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std::string vertcode(luaL_checkstring(L, -2));
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sources[Shader::TYPE_VERTEX] = vertcode;
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}
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// fragment shader code
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if (lua_isstring(L, -1))
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{
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std::string fragcode(luaL_checkstring(L, -1));
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sources[Shader::TYPE_FRAGMENT] = fragcode;
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}
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Shader *shader = instance->newShader(sources);
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Shader *shader = instance->newShader(sources);
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luax_newtype(L, "Shader", GRAPHICS_SHADER_T, (void *)shader);
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luax_newtype(L, "Shader", GRAPHICS_SHADER_T, (void *)shader);
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}
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}
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catch(const love::Exception &e)
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catch (const love::Exception &e)
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{
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{
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// memory is freed in Graphics::newShader
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// memory is freed in Graphics::newShader
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luax_getfunction(L, "graphics", "_transformGLSLErrorMessages");
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luax_getfunction(L, "graphics", "_transformGLSLErrorMessages");
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