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only report errors without debug_glsl
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8b232c7a4d
commit
2bd7ba76b9
@ -70,7 +70,11 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
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#endif
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// this should be removed in future, but as long as glsl is unstable, we should really read this messages
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#define DEBUG_GLSL
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#if defined(_DEBUG) || defined(DEBUGFAST) || 1
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#define DEBUG_GLSL 1
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#else
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#define DEBUG_GLSL 0
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#endif
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// Isn't defined if we aren't using GLEW 1.6
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#ifndef GL_ONE_MINUS_SRC1_ALPHA
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@ -279,10 +279,11 @@ bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, cons
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glDeleteShader(vsid);
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glDeleteShader(psid);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint linkStatus;
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glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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GLsizei length = 0;
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glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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@ -299,9 +300,6 @@ bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, cons
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fwrite(pcode, strlen(pcode), 1, fp);
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fclose(fp);
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}
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GLint linkStatus;
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glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE)
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{
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// Compile failed
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@ -311,7 +309,6 @@ bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, cons
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glDeleteProgram(pid);
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return false;
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}
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#endif
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shader.SetProgramVariables();
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@ -326,10 +323,11 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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glShaderSource(result, 2, src, NULL);
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glCompileShader(result);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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@ -344,9 +342,6 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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fclose(fp);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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@ -356,7 +351,6 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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glDeleteShader(result);
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return 0;
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}
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#endif
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(void)GL_REPORT_ERROR();
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return result;
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}
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