mesa: log shaders, GLSL info log with _mesa_log()

Now, if we set MESA_LOG_FILE and MESA_GLSL=dump, all the shader info
will get logged to the named file instead of stderr.

Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul 2015-04-14 10:41:56 -06:00
parent 2926bbfb28
commit 011cad806a

View file

@ -882,10 +882,9 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
sh->CompileStatus = GL_FALSE;
} else {
if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_log("GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
fflush(stderr);
_mesa_log("%s\n", sh->Source);
}
/* this call will set the shader->CompileStatus field to indicate if
@ -899,27 +898,25 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
if (ctx->_Shader->Flags & GLSL_DUMP) {
if (sh->CompileStatus) {
fprintf(stderr, "GLSL IR for shader %d:\n", sh->Name);
_mesa_print_ir(stderr, sh->ir, NULL);
fprintf(stderr, "\n\n");
_mesa_log("GLSL IR for shader %d:\n", sh->Name);
_mesa_print_ir(_mesa_get_log_file(), sh->ir, NULL);
_mesa_log("\n\n");
} else {
fprintf(stderr, "GLSL shader %d failed to compile.\n", sh->Name);
_mesa_log("GLSL shader %d failed to compile.\n", sh->Name);
}
if (sh->InfoLog && sh->InfoLog[0] != 0) {
fprintf(stderr, "GLSL shader %d info log:\n", sh->Name);
fprintf(stderr, "%s\n", sh->InfoLog);
_mesa_log("GLSL shader %d info log:\n", sh->Name);
_mesa_log("%s\n", sh->InfoLog);
}
fflush(stderr);
}
}
if (!sh->CompileStatus) {
if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_log("GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
fflush(stderr);
_mesa_log("%s\n", sh->Source);
_mesa_log("Info Log:\n%s\n", sh->InfoLog);
}
if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {