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Merge pull request #2264 from JayFoxRox/print-shader
Print shaders in case of error
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commit
c0d9e4e435
2 changed files with 14 additions and 4 deletions
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@ -1083,7 +1083,9 @@ void RasterizerOpenGL::SetShader() {
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
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GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
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ASSERT_MSG(block_size == sizeof(UniformData),
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"Uniform block size did not match! Got %d, expected %zu",
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static_cast<int>(block_size), sizeof(UniformData));
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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// Update uniforms
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@ -4,6 +4,7 @@
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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@ -31,7 +32,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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std::vector<char> vertex_shader_error(info_log_length);
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glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
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if (result) {
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
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@ -51,7 +52,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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std::vector<char> fragment_shader_error(info_log_length);
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glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
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if (result) {
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
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@ -75,13 +76,20 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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std::vector<char> program_error(info_log_length);
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glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
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if (result) {
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
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}
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}
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// If the program linking failed at least one of the shaders was probably bad
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if (result == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
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LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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