gl_shader_cache: Improve GLASM error print logic

This commit is contained in:
ReinUsesLisp 2021-05-21 20:36:30 -03:00 committed by ameerj
parent 84feabac88
commit df406246d9

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