Shaders compile status is always 0, including zero errors. If i purposefully break the shader it properly shows the errors and even fails to link, however when the shader (I believe) is a correct and working shader it's compile status is still zero, (GL_FALSE) but the program links correctly. when the failed to compile shader is used in a program nothing renders.
code used to check shaders:
private static void checkShader(int handle,String path) {
int status = glGetProgrami(handle,GL_COMPILE_STATUS);
boolean compiled = status==GL_TRUE;
if (compiled) return; // Shader compiled and everything is fine~
String error = glGetShaderInfoLog(handle);
System.err.println("==== SHADER FAILED TO COMPILE ====");
System.err.println(path);
System.err.println(error);
System.err.println("==== ======================== ====");
}
code used to read shaders:
private static String getShaderData(String path) throws IOException {
InputStream inputStream = ShaderManager.class.getResourceAsStream(path);
if (inputStream == null) throw new BadShaderException("Could not find shader: "+path);
Scanner scanner = new Scanner(inputStream);
StringBuilder builder = new StringBuilder();
while (scanner.hasNextLine())
builder.append(scanner.nextLine()).append('\n');
scanner.close();
return builder.toString();
}
loading vertex shaders (same for fragment and geometry shader, but container class changed)
public static VertexShader loadVertexShader(String path) {
String source;
try {
source = getShaderData(path);
} catch (Exception e) {
throw new BadShaderException("Failed to load data for shader: "+path);
}
int handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(handle,source);
glCompileShader(handle);
checkShader(handle,path);
return new VertexShader(handle,path);
}
shader I'm trying to use
#version 330 core
layout(location = 0) in vec3 vpm;
uniform mat4 depthMatrix;
void main(){
gl_Position = depthMatrix * vec4(vpm,1);
}
and a shader I've found while searching for a "passthrough" shader to test
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
void main(){
gl_Position = vec4(vertexPosition_modelspace,1);
UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
}
I'm using lwjgl 3.1.4,
OpenGL version is (4.6.0 NVIDIA 388.13)
OpenGL Vendor is (NVIDIA Corporation)
OpenGL Renderer is (GeForce GTX 1060 6GB/PCIe/SSE2)
EDIT: I was using glGetProgrami instead of glGetShaderi