mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 01:22:37 -06:00
Print broken shader code to log
This commit is contained in:
parent
100f5f4131
commit
0edc986861
1 changed files with 9 additions and 3 deletions
|
@ -31,7 +31,7 @@ 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 +51,7 @@ 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 +75,19 @@ 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);
|
||||
}
|
||||
|
||||
glDeleteShader(vertex_shader_id);
|
||||
glDeleteShader(fragment_shader_id);
|
||||
|
||||
|
|
Loading…
Reference in a new issue