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Print broken shader code to log

Jannik Vogel 9 лет назад
Родитель
Сommit
0edc986861
1 измененных файлов с 9 добавлено и 3 удалено
  1. 9 3
      src/video_core/renderer_opengl/gl_shader_util.cpp

+ 9 - 3
src/video_core/renderer_opengl/gl_shader_util.cpp

@@ -31,7 +31,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
     if (info_log_length > 1) {
         std::vector<char> vertex_shader_error(info_log_length);
         std::vector<char> vertex_shader_error(info_log_length);
         glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
         glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
-        if (result) {
+        if (result == GL_TRUE) {
             LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
             LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
         } else {
         } else {
             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
@@ -51,7 +51,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
     if (info_log_length > 1) {
         std::vector<char> fragment_shader_error(info_log_length);
         std::vector<char> fragment_shader_error(info_log_length);
         glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
         glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
-        if (result) {
+        if (result == GL_TRUE) {
             LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
             LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
         } else {
         } else {
             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
@@ -75,13 +75,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
     if (info_log_length > 1) {
         std::vector<char> program_error(info_log_length);
         std::vector<char> program_error(info_log_length);
         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
-        if (result) {
+        if (result == GL_TRUE) {
             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
         } else {
         } else {
             LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
             LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
         }
         }
     }
     }
 
 
+    // If the program linking failed at least one of the shaders was probably bad
+    if (result == GL_FALSE) {
+        LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
+        LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
+    }
+
     glDeleteShader(vertex_shader_id);
     glDeleteShader(vertex_shader_id);
     glDeleteShader(fragment_shader_id);
     glDeleteShader(fragment_shader_id);