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gl_shader_cache: Improve GLASM error print logic
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84feabac88
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@ -140,13 +140,16 @@ OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target) {
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glGenProgramsARB(1, &program.handle);
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glGenProgramsARB(1, &program.handle);
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glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB,
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glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB,
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static_cast<GLsizei>(code.size()), code.data());
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static_cast<GLsizei>(code.size()), code.data());
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if (!Settings::values.renderer_debug) {
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if (Settings::values.renderer_debug) {
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return program;
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}
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const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
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const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
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if (err && *err) {
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if (err && *err) {
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LOG_CRITICAL(Render_OpenGL, "{}", err);
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if (std::strstr(err, "error")) {
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LOG_INFO(Render_OpenGL, "{}", code);
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LOG_CRITICAL(Render_OpenGL, "\n{}", err);
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LOG_INFO(Render_OpenGL, "\n{}", code);
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} else {
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LOG_WARNING(Render_OpenGL, "\n{}", err);
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}
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}
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}
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}
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return program;
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return program;
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}
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}
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