GLES: Keep the GLRShader desc around.

This way we can also log it on link errors.  It's not much data.
This commit is contained in:
Unknown W. Brackets 2018-01-20 08:46:34 -08:00 committed by Henrik Rydgård
parent 48a07474f8
commit 3380ab8705
5 changed files with 12 additions and 17 deletions

View file

@ -156,10 +156,10 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
ELOG("Error in shader compilation! %s\n", infoLog);
ELOG("Shader source:\n%s\n", (const char *)code);
#endif
ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.desc);
ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.shader->desc.c_str());
ERROR_LOG(G3D, "Info log: %s", infoLog);
ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.desc, (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.shader->desc.c_str(), (const char *)code);
#ifdef SHADERLOG
OutputDebugStringUTF8(infoLog);
#endif
@ -167,7 +167,6 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
step.create_shader.shader->failed = true;
}
delete[] step.create_shader.code;
delete[] step.create_shader.desc;
step.create_shader.shader->valid = true;
break;
}