mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Log shader compilation failure
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CHANGES
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@ -27,6 +27,7 @@ Misc:
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- Qt: Remove use of NaN
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- Qt: Remove use of NaN
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- 3DS: Use blip_add_delta_fast for a small speed improvement
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- 3DS: Use blip_add_delta_fast for a small speed improvement
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- FFmpeg: Update dependencies on Ubuntu
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- FFmpeg: Update dependencies on Ubuntu
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- OpenGL: Log shader compilation failure
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0.4.0: (2016-02-02)
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0.4.0: (2016-02-02)
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Features:
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Features:
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@ -5,11 +5,15 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "gles2.h"
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#include "gles2.h"
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#include "core/log.h"
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#include "util/configuration.h"
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#include "util/configuration.h"
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#include "util/formatting.h"
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#include "util/formatting.h"
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#include "util/vector.h"
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#include "util/vector.h"
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#include "util/vfs.h"
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#include "util/vfs.h"
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mLOG_DECLARE_CATEGORY(OPENGL);
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mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL");
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#define MAX_PASSES 8
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#define MAX_PASSES 8
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static const GLchar* const _gles2Header =
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static const GLchar* const _gles2Header =
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@ -381,17 +385,17 @@ void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* f
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glCompileShader(shader->fragmentShader);
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glCompileShader(shader->fragmentShader);
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glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
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glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
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if (log[0]) {
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if (log[0]) {
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printf("%s\n", log);
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mLOG(OPENGL, ERROR, "%s\n", log);
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}
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}
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glCompileShader(shader->vertexShader);
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glCompileShader(shader->vertexShader);
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glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
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glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
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if (log[0]) {
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if (log[0]) {
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printf("%s\n", log);
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mLOG(OPENGL, ERROR, "%s\n", log);
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}
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}
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glLinkProgram(shader->program);
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glLinkProgram(shader->program);
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glGetProgramInfoLog(shader->program, 1024, 0, log);
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glGetProgramInfoLog(shader->program, 1024, 0, log);
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if (log[0]) {
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if (log[0]) {
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printf("%s\n", log);
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mLOG(OPENGL, ERROR, "%s\n", log);
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}
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}
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shader->texLocation = glGetUniformLocation(shader->program, "tex");
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shader->texLocation = glGetUniformLocation(shader->program, "tex");
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