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Reporting: Ignore link error with bad shaders.
We only need the issue reported once.
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10fa20cb06
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@ -171,8 +171,10 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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GLRProgram *program = step.create_program.program;
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program->program = glCreateProgram();
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_assert_msg_(G3D, step.create_program.num_shaders > 0, "Can't create a program with zero shaders");
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bool anyFailed = false;
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for (int j = 0; j < step.create_program.num_shaders; j++) {
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_dbg_assert_msg_(G3D, step.create_program.shaders[j]->shader, "Can't create a program with a null shader");
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anyFailed = anyFailed || step.create_program.shaders[j]->failed;
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glAttachShader(program->program, step.create_program.shaders[j]->shader);
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}
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@ -208,7 +210,8 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool ski
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std::string fsDesc = fs ? (fs->desc + (fs->failed ? " (failed)" : "")) : "(none)";
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const char *vsCode = vs->code.c_str();
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const char *fsCode = fs ? fs->code.c_str() : "(none)";
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Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", infoLog.c_str(), fsDesc.c_str(), fsCode, vsDesc.c_str(), vsCode);
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if (!anyFailed)
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Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", infoLog.c_str(), fsDesc.c_str(), fsCode, vsDesc.c_str(), vsCode);
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ELOG("Could not link program:\n %s", infoLog.c_str());
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ERROR_LOG(G3D, "VS desc:\n%s", vsDesc.c_str());
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