GLES: Keep the GLRShader desc around.
This way we can also log it on link errors. It's not much data.
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parent
48a07474f8
commit
3380ab8705
5 changed files with 12 additions and 17 deletions
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@ -156,10 +156,10 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
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ELOG("Error in shader compilation! %s\n", infoLog);
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ELOG("Shader source:\n%s\n", (const char *)code);
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#endif
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ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.desc);
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ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.shader->desc.c_str());
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ERROR_LOG(G3D, "Info log: %s", infoLog);
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ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
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Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.desc, (const char *)code);
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Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.shader->desc.c_str(), (const char *)code);
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#ifdef SHADERLOG
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OutputDebugStringUTF8(infoLog);
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#endif
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@ -167,7 +167,6 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
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step.create_shader.shader->failed = true;
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}
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delete[] step.create_shader.code;
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delete[] step.create_shader.desc;
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step.create_shader.shader->valid = true;
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break;
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}
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