Parse errors at link time as well?
greggman opened this issue · 0 comments
greggman commented
I don't think this matters but I just thought I'd point out that according to the OpenGL ES 2.0 spec a driver is allowed to always succeed at glCompileShader time as long as those errors are caught at glLinkProgram time. In other words you could do
gl.shaderSource(someShader, "bla bla bla");
gl.compileShader(someShader);
var success = gl.getShaderParameter(someShader, gl.COMPILE_STATUS);
And according to the spec it's valid for success
to be true
as long as later when you call gl.linkProgram
and check that gl.getProgramParameter(someProgram, gl.LINK_STATUS)
returns false.
I don't know of any drivers that do this, possibly some mobile drivers so it's probably not important but I just thought I'd point it out.