Chrome's Native Client backend implementation

This commit is contained in:
Gabriel Jacobo 2014-06-06 15:45:59 -03:00
parent de4a745643
commit c330e8e9e2
37 changed files with 2265 additions and 10 deletions

View file

@ -16,7 +16,7 @@
#include "SDL_test_common.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__)
#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__NACL__)
#define HAVE_OPENGLES2
#endif
@ -195,6 +195,8 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
{
GLint status = GL_FALSE;
const char *shaders[1] = { NULL };
char buffer[1024];
GLsizei length;
/* Create shader and load into GL. */
*shader = GL_CHECK(ctx.glCreateShader(shader_type));
@ -212,7 +214,9 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
/* Dump debug info (source and log) if compilation failed. */
if(status != GL_TRUE) {
SDL_Log("Shader compilation failed");
ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
buffer[length] = '\0';
SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
quit(-1);
}
}
@ -675,7 +679,7 @@ main(int argc, char *argv[])
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
#if !defined(__ANDROID__)
#if !defined(__ANDROID__) && !defined(__NACL__)
quit(0);
#endif
return 0;