forked from suyu/suyu
glsl: Rebase fixes
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fc0db612ab
commit
970fc39d98
2 changed files with 5 additions and 3 deletions
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@ -225,7 +225,6 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.support_derivative_control = device.HasDerivativeControl(),
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.support_derivative_control = device.HasDerivativeControl(),
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.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
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.support_gl_nv_gpu_shader_5 = device.HasNvGpuShader5(),
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.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
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.support_gl_amd_gpu_shader_half_float = device.HasAmdShaderHalfFloat(),
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.support_gl_vertex_viewport_layer = device.HasVertexViewportLayer(),
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.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),
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.support_gl_texture_shadow_lod = device.HasTextureShadowLod(),
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.warp_size_potentially_larger_than_guest = device.IsWarpSizePotentiallyLargerThanGuest(),
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.warp_size_potentially_larger_than_guest = device.IsWarpSizePotentiallyLargerThanGuest(),
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@ -13,7 +13,7 @@
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namespace OpenGL {
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namespace OpenGL {
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static void LogShader(GLuint shader) {
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static void LogShader(GLuint shader, std::optional<std::string_view> code = {}) {
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GLint shader_status{};
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GLint shader_status{};
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_status);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_status);
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if (shader_status == GL_FALSE) {
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if (shader_status == GL_FALSE) {
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@ -28,6 +28,9 @@ static void LogShader(GLuint shader) {
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glGetShaderInfoLog(shader, log_length, nullptr, log.data());
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glGetShaderInfoLog(shader, log_length, nullptr, log.data());
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if (shader_status == GL_FALSE) {
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if (shader_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "{}", log);
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LOG_ERROR(Render_OpenGL, "{}", log);
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if (code.has_value()) {
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LOG_INFO(Render_OpenGL, "\n{}", *code);
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}
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} else {
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} else {
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LOG_WARNING(Render_OpenGL, "{}", log);
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LOG_WARNING(Render_OpenGL, "{}", log);
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}
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}
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@ -43,7 +46,7 @@ void AttachShader(GLenum stage, GLuint program, std::string_view code) {
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glCompileShader(shader.handle);
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glCompileShader(shader.handle);
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glAttachShader(program, shader.handle);
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glAttachShader(program, shader.handle);
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if (Settings::values.renderer_debug) {
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if (Settings::values.renderer_debug) {
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LogShader(shader.handle);
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LogShader(shader.handle, code);
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}
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}
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}
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}
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