Print broken shader code to log
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100f5f4131
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0edc986861
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@ -31,7 +31,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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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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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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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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LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
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} else {
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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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LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
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@ -51,7 +51,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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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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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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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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LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
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} else {
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
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LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
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@ -75,13 +75,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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if (info_log_length > 1) {
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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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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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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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LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
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} else {
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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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LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
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}
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}
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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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glDeleteShader(vertex_shader_id);
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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glDeleteShader(fragment_shader_id);
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