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GLES: Read compile/link errors consistently.

Sometimes blank ones are getting reported, so let's be more careful.
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unknownbrackets committed Jun 30, 2018
1 parent 5e6429a commit b13c5fbe5da8122eb8887c89b3f0844529baec15
Showing with 42 additions and 37 deletions.
  1. +42 −37 ext/native/thin3d/GLQueueRunner.cpp
@@ -72,6 +72,24 @@ void GLQueueRunner::DestroyDeviceObjects() {
CHECK_GL_ERROR_IF_DEBUG();
}
template <typename Getiv, typename GetLog>
static std::string GetInfoLog(GLuint name, Getiv getiv, GetLog getLog) {
GLint bufLength = 0;
getiv(name, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength <= 0)
bufLength = 2048;
std::string infoLog;
infoLog.resize(bufLength);
GLsizei len = 0;
getLog(name, (GLsizei)infoLog.size(), &len, &infoLog[0]);
if (len <= 0)
return "(unknown reason)";
infoLog.resize(len);
return infoLog;
}
void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
CHECK_GL_ERROR_IF_DEBUG();
glActiveTexture(GL_TEXTURE0);
@@ -143,36 +161,28 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
GLint linkStatus = GL_FALSE;
glGetProgramiv(program->program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program->program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char *buf = new char[bufLength];
glGetProgramInfoLog(program->program, bufLength, nullptr, buf);
// TODO: Could be other than vs/fs. Also, we're assuming order here...
const char *vsDesc = step.create_program.shaders[0]->desc.c_str();
const char *fsDesc = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->desc.c_str() : nullptr;
const char *vsCode = step.create_program.shaders[0]->code.c_str();
const char *fsCode = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->code.c_str() : nullptr;
Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", buf, fsDesc, fsCode, vsDesc, vsCode);
ELOG("Could not link program:\n %s", buf);
ERROR_LOG(G3D, "VS desc:\n%s", vsDesc);
ERROR_LOG(G3D, "FS desc:\n%s", fsDesc);
ERROR_LOG(G3D, "VS:\n%s\n", vsCode);
ERROR_LOG(G3D, "FS:\n%s\n", fsCode);
std::string infoLog = GetInfoLog(program->program, glGetProgramiv, glGetProgramInfoLog);
// TODO: Could be other than vs/fs. Also, we're assuming order here...
const char *vsDesc = step.create_program.shaders[0]->desc.c_str();
const char *fsDesc = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->desc.c_str() : nullptr;
const char *vsCode = step.create_program.shaders[0]->code.c_str();
const char *fsCode = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->code.c_str() : nullptr;
Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", infoLog.c_str(), fsDesc, fsCode, vsDesc, vsCode);
ELOG("Could not link program:\n %s", infoLog.c_str());
ERROR_LOG(G3D, "VS desc:\n%s", vsDesc);
ERROR_LOG(G3D, "FS desc:\n%s", fsDesc);
ERROR_LOG(G3D, "VS:\n%s\n", vsCode);
ERROR_LOG(G3D, "FS:\n%s\n", fsCode);
#ifdef _WIN32
OutputDebugStringUTF8(buf);
if (vsCode)
OutputDebugStringUTF8(LineNumberString(vsCode).c_str());
if (fsCode)
OutputDebugStringUTF8(LineNumberString(fsCode).c_str());
OutputDebugStringUTF8(infoLog.c_str());
if (vsCode)
OutputDebugStringUTF8(LineNumberString(vsCode).c_str());
if (fsCode)
OutputDebugStringUTF8(LineNumberString(fsCode).c_str());
#endif
delete[] buf;
} else {
ELOG("Could not link program with %d shaders for unknown reason:", step.create_program.num_shaders);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
@@ -211,23 +221,18 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
GLint success = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
#define MAX_INFO_LOG_SIZE 2048
GLchar infoLog[MAX_INFO_LOG_SIZE];
GLsizei len = 0;
glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
infoLog[len] = '\0';
std::string infoLog = GetInfoLog(shader, glGetShaderiv, glGetShaderInfoLog);
#ifdef __ANDROID__
ELOG("Error in shader compilation! %s\n", infoLog);
ELOG("Error in shader compilation! %s\n", infoLog.c_str());
ELOG("Shader source:\n%s\n", (const char *)code);
#endif
ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.shader->desc.c_str());
ERROR_LOG(G3D, "Info log: %s", infoLog);
ERROR_LOG(G3D, "Info log: %s", infoLog.c_str());
ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.shader->desc.c_str(), (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog.c_str(), step.create_shader.shader->desc.c_str(), (const char *)code);
#ifdef SHADERLOG
OutputDebugStringUTF8(infoLog);
OutputDebugStringUTF8(infoLog.c_str());
#endif
step.create_shader.shader->valid = false;
step.create_shader.shader->failed = true;
step.create_shader.shader->error = infoLog;
}

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