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authorazhirnov <zh1dron@gmail.com>2020-09-01 18:24:44 +0000
committerazhirnov <zh1dron@gmail.com>2020-09-01 18:24:44 +0000
commitf74b374c22a3fd411ef5c7b39297296f6d0aa041 (patch)
treef8671e2512f47b0c6ddb479d8af83b354c51c8b3 /Graphics/GraphicsEngine
parentvalidate included file name (fix for samples) (diff)
downloadDiligentCore-f74b374c22a3fd411ef5c7b39297296f6d0aa041.tar.gz
DiligentCore-f74b374c22a3fd411ef5c7b39297296f6d0aa041.zip
fixed compilation on linux & android
Diffstat (limited to 'Graphics/GraphicsEngine')
-rw-r--r--Graphics/GraphicsEngine/include/PipelineStateBase.hpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Graphics/GraphicsEngine/include/PipelineStateBase.hpp b/Graphics/GraphicsEngine/include/PipelineStateBase.hpp
index 5add92c4..48aab98b 100644
--- a/Graphics/GraphicsEngine/include/PipelineStateBase.hpp
+++ b/Graphics/GraphicsEngine/include/PipelineStateBase.hpp
@@ -179,8 +179,8 @@ public:
if (PSODesc.PipelineType == PIPELINE_TYPE_GRAPHICS)
{
- CHECK_THROW(GraphicsPipeline.pVS, "Vertex shader must be defined");
- CHECK_THROW(!GraphicsPipeline.pAS && !GraphicsPipeline.pMS, "Mesh shaders are not supported in graphics pipeline");
+ DEV_CHECK_ERR(GraphicsPipeline.pVS, "Vertex shader must be defined");
+ DEV_CHECK_ERR(!GraphicsPipeline.pAS && !GraphicsPipeline.pMS, "Mesh shaders are not supported in graphics pipeline");
m_pVS = GraphicsPipeline.pVS;
m_pPS = GraphicsPipeline.pPS;
m_pGS = GraphicsPipeline.pGS;
@@ -189,9 +189,9 @@ public:
}
else if (PSODesc.PipelineType == PIPELINE_TYPE_MESH)
{
- CHECK_THROW(GraphicsPipeline.pMS, "Mesh shader must be defined");
- CHECK_THROW(!GraphicsPipeline.pVS && !GraphicsPipeline.pGS && !GraphicsPipeline.pDS && !GraphicsPipeline.pHS,
- "Vertex, geometry and tessellation shaders are not supported in mesh pipeline");
+ DEV_CHECK_ERR(GraphicsPipeline.pMS, "Mesh shader must be defined");
+ DEV_CHECK_ERR(!GraphicsPipeline.pVS && !GraphicsPipeline.pGS && !GraphicsPipeline.pDS && !GraphicsPipeline.pHS,
+ "Vertex, geometry and tessellation shaders are not supported in mesh pipeline");
DEV_CHECK_ERR(GraphicsPipeline.InputLayout.NumElements == 0, "Input layout ignored in mesh shader");
DEV_CHECK_ERR(GraphicsPipeline.PrimitiveTopology == PRIMITIVE_TOPOLOGY_TRIANGLE_LIST ||
GraphicsPipeline.PrimitiveTopology == PRIMITIVE_TOPOLOGY_UNDEFINED,