OGL: Only create bad shader files in Dump when compile failed

Warnings are still logged.
This commit is contained in:
Stenzek 2018-02-25 18:03:58 +10:00
parent a3674e3f73
commit e4d3b5f626
1 changed files with 26 additions and 34 deletions

View File

@ -552,31 +552,26 @@ bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const
break;
}
if (compileStatus != GL_TRUE)
ERROR_LOG(VIDEO, "%s failed compilation:\n%s", prefix, info_log.c_str());
else
WARN_LOG(VIDEO, "%s compiled with warnings:\n%s", prefix, info_log.c_str());
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << info_log;
file.close();
if (compileStatus != GL_TRUE)
{
ERROR_LOG(VIDEO, "%s failed compilation:\n%s", prefix, info_log.c_str());
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << info_log;
file.close();
PanicAlert("Failed to compile %s shader: %s\n"
"Debug info (%s, %s, %s):\n%s",
prefix, filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, info_log.c_str());
return false;
}
}
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
return false;
WARN_LOG(VIDEO, "%s compiled with warnings:\n%s", prefix, info_log.c_str());
}
return true;
@ -594,24 +589,19 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vc
std::string info_log;
info_log.resize(length);
glGetProgramInfoLog(id, length, &length, &info_log[0]);
if (linkStatus != GL_TRUE)
ERROR_LOG(VIDEO, "Program failed linking:\n%s", info_log.c_str());
else
WARN_LOG(VIDEO, "Program linked with warnings:\n%s", info_log.c_str());
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
file << info_log;
file.close();
if (linkStatus != GL_TRUE)
{
ERROR_LOG(VIDEO, "Program failed linking:\n%s", info_log.c_str());
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
file << info_log;
file.close();
PanicAlert("Failed to link shaders: %s\n"
"Debug info (%s, %s, %s):\n%s",
filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
@ -619,6 +609,8 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vc
return false;
}
WARN_LOG(VIDEO, "Program linked with warnings:\n%s", info_log.c_str());
}
return true;