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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-10-26 05:50:49 +00:00
Fix some EGL error handling paths
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1 parent
bfc6751f0f
commit
df7db4018e
1 file changed
+4
-3
@@ -269,7 +269,7 @@ void EGLRenderer::renderOverlay(Overlay::OverlayType type, int viewportWidth, in
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int EGLRenderer::loadAndBuildShader(int shaderType,
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int EGLRenderer::loadAndBuildShader(int shaderType,
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const char *file) {
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const char *file) {
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GLuint shader = glCreateShader(shaderType);
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GLuint shader = glCreateShader(shaderType);
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if (!shader || shader == GL_INVALID_ENUM) {
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if (!shader) {
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EGL_LOG(Error, "Can't create shader: %d", glGetError());
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EGL_LOG(Error, "Can't create shader: %d", glGetError());
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return 0;
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return 0;
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}
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}
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@@ -286,6 +286,7 @@ int EGLRenderer::loadAndBuildShader(int shaderType,
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char shaderLog[512];
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char shaderLog[512];
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glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog);
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glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog);
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EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog);
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EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog);
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glDeleteShader(shader);
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return 0;
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return 0;
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}
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}
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@@ -297,7 +298,7 @@ unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fra
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GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc);
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GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc);
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if (!vertexShader)
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if (!vertexShader)
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return false;
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return 0;
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GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
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GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
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if (!fragmentShader)
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if (!fragmentShader)
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@@ -787,7 +788,7 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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}
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}
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ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
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ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
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if (plane_count < 0)
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if (plane_count <= 0)
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return;
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return;
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for (ssize_t i = 0; i < plane_count; ++i) {
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for (ssize_t i = 0; i < plane_count; ++i) {
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glActiveTexture(GL_TEXTURE0 + i);
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glActiveTexture(GL_TEXTURE0 + i);
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