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wined3d: Check the GLSL info log for all shaders.
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commit
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@ -254,6 +254,17 @@ static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleA
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}
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}
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/* GL locking is done by the caller. */
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static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
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{
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TRACE("Compiling shader object %u.\n", shader);
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GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
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checkGLcall("glShaderSourceARB");
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GL_EXTCALL(glCompileShaderARB(shader));
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checkGLcall("glCompileShaderARB");
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print_glsl_info_log(gl_info, shader);
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}
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/* GL locking is done by the caller. */
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static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
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{
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@ -3911,10 +3922,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
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checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
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GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
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checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
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GL_EXTCALL(glCompileShaderARB(ret));
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checkGLcall("glCompileShaderARB(ret)");
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shader_glsl_compile(gl_info, ret, buffer->buffer);
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return ret;
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}
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@ -4035,9 +4043,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_addline(buffer, "}\n");
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TRACE("Compiling shader object %u\n", shader_obj);
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GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
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GL_EXTCALL(glCompileShaderARB(shader_obj));
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print_glsl_info_log(gl_info, shader_obj);
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shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
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/* Store the shader object */
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return shader_obj;
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@ -4110,9 +4116,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
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shader_addline(buffer, "}\n");
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TRACE("Compiling shader object %u\n", shader_obj);
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GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
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GL_EXTCALL(glCompileShaderARB(shader_obj));
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print_glsl_info_log(gl_info, shader_obj);
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shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
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return shader_obj;
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}
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@ -4546,12 +4550,10 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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}
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vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
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GL_EXTCALL(glShaderSourceARB(vshader_id, 1, &blt_vshader, NULL));
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GL_EXTCALL(glCompileShaderARB(vshader_id));
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shader_glsl_compile(gl_info, vshader_id, blt_vshader);
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pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
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GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshader, NULL));
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GL_EXTCALL(glCompileShaderARB(pshader_id));
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shader_glsl_compile(gl_info, pshader_id, blt_pshader);
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program_id = GL_EXTCALL(glCreateProgramObjectARB());
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GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
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