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