Merge pull request #450 from Subv/shader_link_error

GLRenderer: Log the shader source code when program linking fails.
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Sebastian Valle 2018-05-20 12:57:32 -05:00 committed by GitHub
commit 03388c3071
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@ -4,6 +4,7 @@
#pragma once #pragma once
#include <string>
#include <vector> #include <vector>
#include <glad/glad.h> #include <glad/glad.h>
#include "common/assert.h" #include "common/assert.h"
@ -11,6 +12,27 @@
namespace GLShader { namespace GLShader {
/**
* Utility function to log the source code of a list of shaders.
* @param shaders The OpenGL shaders whose source we will print.
*/
template <typename... T>
void LogShaderSource(T... shaders) {
auto shader_list = {shaders...};
for (const auto& shader : shader_list) {
if (shader == 0)
continue;
GLint source_length;
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &source_length);
std::string source(source_length, ' ');
glGetShaderSource(shader, source_length, nullptr, &source[0]);
NGLOG_INFO(Render_OpenGL, "Shader source {}", source);
}
}
/** /**
* Utility function to create and compile an OpenGL GLSL shader * Utility function to create and compile an OpenGL GLSL shader
* @param source String of the GLSL shader program * @param source String of the GLSL shader program
@ -55,6 +77,11 @@ GLuint LoadProgram(bool separable_program, T... shaders) {
} }
} }
if (result == GL_FALSE) {
// There was a problem linking the shader, print the source for debugging purposes.
LogShaderSource(shaders...);
}
ASSERT_MSG(result == GL_TRUE, "Shader not linked"); ASSERT_MSG(result == GL_TRUE, "Shader not linked");
((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...); ((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);