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author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-13 05:49:04 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-13 05:49:04 +0300 |
commit | 0acccda4a4146dfa0f2d9d848adc83d21a83c0b7 (patch) | |
tree | b4977528e5181cba153520a7d001ca11c8e46049 /source/blender/gpu/intern | |
parent | 8b399d31485a8c75a37705103a6fb58c659a9b08 (diff) |
GPUMaterial: Fix non finished material status if shader has no output.
This wasn't producing any issue for now but it's better to make things clean.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 6eeac4236dc..a408a41513a 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -2572,6 +2572,9 @@ void GPU_material_generate_pass( mat, mat->outlink, &mat->attribs, &mat->nodes, &mat->inputs, vert_code, geom_code, frag_lib, defines); mat->status = (mat->pass) ? GPU_MAT_SUCCESS : GPU_MAT_FAILED; } + else { + mat->status = GPU_MAT_FAILED; + } } GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv) |