Removed unnecessary shader error log messages

This commit is contained in:
Yuri Roubinsky 2019-10-02 10:50:22 +03:00
parent 09bf1b35c0
commit 1472fca951
4 changed files with 8 additions and 10 deletions

View file

@ -1482,8 +1482,9 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
ERR_FAIL_COND(err != OK);
if (err != OK) {
return;
}
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.custom_defines);

View file

@ -2168,8 +2168,9 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
ERR_FAIL_COND(err != OK);
if (err != OK) {
return;
}
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.defines);

View file

@ -198,9 +198,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
ShaderLanguage sl;
String calltip;
Error err = sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
if (err != OK)
ERR_PRINT("Shaderlang complete failed");
sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), r_options, calltip);
if (calltip != "") {
get_text_edit()->set_code_hint(calltip);

View file

@ -5348,9 +5348,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
nodes = NULL;
shader = alloc_node<ShaderNode>();
Error err = _parse_shader(p_functions, p_render_modes, p_shader_types);
if (err != OK)
ERR_PRINT("Failed to parse shader");
_parse_shader(p_functions, p_render_modes, p_shader_types);
switch (completion_type) {