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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-12-06 07:59:18 +0100
committerGitHub <noreply@github.com>2016-12-06 07:59:18 +0100
commitc0d9e4e43572b3bcc69092ababbca010aca404d1 (patch)
tree8e95674fe6280a5e5c4b926bddd69f1b12f2c23d
parentMerge pull request #2200 from j-selby/fix-mingw-crash (diff)
parentASSERT that shader was linked successfully (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp4
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp14
2 files changed, 14 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 3f2255e06..ba65db419 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -1083,7 +1083,9 @@ void RasterizerOpenGL::SetShader() {
GLint block_size;
glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
- ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
+ ASSERT_MSG(block_size == sizeof(UniformData),
+ "Uniform block size did not match! Got %d, expected %zu",
+ static_cast<int>(block_size), sizeof(UniformData));
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
// Update uniforms
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
index fe07aa6eb..4da241d83 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -4,6 +4,7 @@
#include <vector>
#include <glad/glad.h>
+#include "common/assert.h"
#include "common/logging/log.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
@@ -31,7 +32,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
@@ -51,7 +52,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> fragment_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
@@ -75,13 +76,20 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> program_error(info_log_length);
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
}
}
+ // If the program linking failed at least one of the shaders was probably bad
+ if (result == GL_FALSE) {
+ LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
+ LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
+ }
+ ASSERT_MSG(result == GL_TRUE, "Shader not linked");
+
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);