mesa: Make MESA_GLSL=dump include when compile/link fails, and the info log.

This commit is contained in:
Eric Anholt 2010-08-18 11:35:15 -07:00
parent 665d75cc5a
commit 0df61bdb66

View file

@ -2691,10 +2691,18 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
_mesa_write_shader_to_file(shader);
}
if ((ctx->Shader.Flags & GLSL_DUMP) && shader->CompileStatus) {
printf("GLSL IR for shader %d:\n", shader->Name);
_mesa_print_ir(shader->ir, NULL);
printf("\n\n");
if (ctx->Shader.Flags & GLSL_DUMP) {
if (shader->CompileStatus) {
printf("GLSL IR for shader %d:\n", shader->Name);
_mesa_print_ir(shader->ir, NULL);
printf("\n\n");
} else {
printf("GLSL shader %d failed to compile.\n", shader->Name);
}
if (shader->InfoLog && shader->InfoLog[0] != 0) {
printf("GLSL shader %d info log:\n", shader->Name);
printf("%s\n", shader->InfoLog);
}
}
/* Retain any live IR, but trash the rest. */
@ -2741,8 +2749,15 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
}
if (prog->LinkStatus) {
if (!ctx->Driver.LinkShader(ctx, prog))
if (!ctx->Driver.LinkShader(ctx, prog)) {
prog->LinkStatus = GL_FALSE;
printf("GLSL shader program %d failed to link\n", prog->Name);
}
if (prog->InfoLog && prog->InfoLog[0] != 0) {
printf("GLSL shader program %d info log:\n", prog->Name);
printf("%s\n", prog->InfoLog);
}
}
}