Merge pull request #2264 from JayFoxRox/print-shader

Print shaders in case of error
This commit is contained in:
Yuri Kunde Schlesner 2016-12-05 22:59:18 -08:00 committed by GitHub
commit c0d9e4e435
2 changed files with 14 additions and 4 deletions

View file

@ -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

View file

@ -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);