Show an error on screen if a shader fails to compile.
Part of #1 investigation of #13541
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28da9958e2
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207b76da6e
12 changed files with 62 additions and 10 deletions
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@ -82,6 +82,7 @@ struct JNIEnv {};
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#include "Core/System.h"
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#include "Core/HLE/sceUsbCam.h"
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#include "Core/HLE/sceUsbGps.h"
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#include "Core/Host.h"
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#include "Common/CPUDetect.h"
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#include "Common/Log.h"
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#include "UI/GameInfoCache.h"
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@ -777,6 +778,10 @@ extern "C" bool Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * env,
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return false;
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}
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graphicsContext->GetDrawContext()->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
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host->NotifyUserMessage(details, 5.0, 0xFFFFFFFF, "error_callback");
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}, nullptr);
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if (useCPUThread) {
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EmuThreadStart();
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} else {
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@ -795,6 +800,11 @@ extern "C" bool Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * env,
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SystemToast("Graphics initialization failed. Quitting.");
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return false;
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}
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graphicsContext->GetDrawContext()->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
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host->NotifyUserMessage(details, 5.0, 0xFFFFFFFF, "error_callback");
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}, nullptr);
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graphicsContext->ThreadStart();
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renderer_inited = true;
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}
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