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GLRenderer: Log the shader source code when program linking fails.
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1b5c02fc37
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1 changed files with 27 additions and 0 deletions
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include <string>
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#include <vector>
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#include <vector>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/assert.h"
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@ -11,6 +12,27 @@
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namespace GLShader {
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namespace GLShader {
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/**
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* Utility function to log the source code of a list of shaders.
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* @param shaders The OpenGL shaders whose source we will print.
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*/
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template <typename... T>
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void LogShaderSource(T... shaders) {
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auto shader_list = {shaders...};
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for (const auto& shader : shader_list) {
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if (shader == 0)
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continue;
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GLint source_length;
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glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &source_length);
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std::string source(source_length, ' ');
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glGetShaderSource(shader, source_length, nullptr, &source[0]);
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NGLOG_INFO(Render_OpenGL, "Shader source {}", source);
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}
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}
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/**
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/**
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* Utility function to create and compile an OpenGL GLSL shader
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* Utility function to create and compile an OpenGL GLSL shader
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* @param source String of the GLSL shader program
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* @param source String of the GLSL shader program
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@ -55,6 +77,11 @@ GLuint LoadProgram(bool separable_program, T... shaders) {
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}
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}
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}
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}
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if (result == GL_FALSE) {
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// There was a problem linking the shader, print the source for debugging purposes.
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LogShaderSource(shaders...);
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
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((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
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