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Merge pull request #2264 from JayFoxRox/print-shader

Print shaders in case of error
Yuri Kunde Schlesner 9 ani în urmă
părinte
comite
c0d9e4e435

+ 3 - 1
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -1083,7 +1083,9 @@ void RasterizerOpenGL::SetShader() {
         GLint block_size;
         glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
                                   GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
-        ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
+        ASSERT_MSG(block_size == sizeof(UniformData),
+                   "Uniform block size did not match! Got %d, expected %zu",
+                   static_cast<int>(block_size), sizeof(UniformData));
         glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
 
         // Update uniforms

+ 11 - 3
src/video_core/renderer_opengl/gl_shader_util.cpp

@@ -4,6 +4,7 @@
 
 #include <vector>
 #include <glad/glad.h>
+#include "common/assert.h"
 #include "common/logging/log.h"
 #include "video_core/renderer_opengl/gl_shader_util.h"
 
@@ -31,7 +32,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
         std::vector<char> vertex_shader_error(info_log_length);
         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]);
         } else {
             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
@@ -51,7 +52,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
         std::vector<char> fragment_shader_error(info_log_length);
         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]);
         } else {
             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
@@ -75,13 +76,20 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
     if (info_log_length > 1) {
         std::vector<char> program_error(info_log_length);
         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
-        if (result) {
+        if (result == GL_TRUE) {
             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
         } else {
             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);
+    }
+    ASSERT_MSG(result == GL_TRUE, "Shader not linked");
+
     glDeleteShader(vertex_shader_id);
     glDeleteShader(fragment_shader_id);