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authorClément Foucault <foucault.clem@gmail.com>2018-03-13 05:49:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-13 05:49:04 +0300
commit0acccda4a4146dfa0f2d9d848adc83d21a83c0b7 (patch)
treeb4977528e5181cba153520a7d001ca11c8e46049 /source/blender/gpu
parent8b399d31485a8c75a37705103a6fb58c659a9b08 (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')
-rw-r--r--source/blender/gpu/intern/gpu_material.c3
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)