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don't check shader and program status in production mode

Alexander Rose 6 anni fa
parent
commit
e8b7979993
2 ha cambiato i file con 3 aggiunte e 2 eliminazioni
  1. 1 1
      src/mol-gl/webgl/program.ts
  2. 2 1
      src/mol-gl/webgl/shader.ts

+ 1 - 1
src/mol-gl/webgl/program.ts

@@ -134,7 +134,7 @@ export function createProgram(gl: GLRenderingContext, state: WebGLState, extensi
     vertShaderRef.value.attach(program)
     fragShaderRef.value.attach(program)
     gl.linkProgram(program)
-    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
+    if (!isProductionMode && !gl.getProgramParameter(program, gl.LINK_STATUS)) {
         throw new Error(`Could not compile WebGL program. \n\n${gl.getProgramInfoLog(program)}`);
     }
 

+ 2 - 1
src/mol-gl/webgl/shader.ts

@@ -7,6 +7,7 @@
 import { createReferenceCache, ReferenceCache } from 'mol-util/reference-cache';
 import { idFactory } from 'mol-util/id-factory';
 import { GLRenderingContext } from './compat';
+import { isProductionMode } from 'mol-util/debug';
 
 const getNextShaderId = idFactory()
 
@@ -37,7 +38,7 @@ function createShader(gl: GLRenderingContext, props: ShaderProps): Shader {
     gl.shaderSource(shader, source)
     gl.compileShader(shader)
 
-    if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) === false) {
+    if (!isProductionMode && gl.getShaderParameter(shader, gl.COMPILE_STATUS) === false) {
         console.warn(`'${type}' shader info log '${gl.getShaderInfoLog(shader)}'\n${addLineNumbers(source)}`)
         throw new Error(`Error compiling ${type} shader`)
     }