mesa: add GLSL_REPORT_ERRORS debug flag

If the MESA_GLSL env var contains "errors", GLSL compilation and
link errors will be reported to stderr.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Brian Paul 2012-05-17 07:44:32 -06:00
parent 1c333745f3
commit 0161691f35
2 changed files with 15 additions and 0 deletions

View File

@ -2355,6 +2355,7 @@ struct gl_shader_program
#define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
#define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
#define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
#define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
/**

View File

@ -83,6 +83,8 @@ get_shader_flags(void)
flags |= GLSL_UNIFORMS;
if (strstr(env, "useprog"))
flags |= GLSL_USE_PROG;
if (strstr(env, "errors"))
flags |= GLSL_REPORT_ERRORS;
}
return flags;
@ -673,6 +675,12 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
* compilation was successful.
*/
_mesa_glsl_compile_shader(ctx, sh);
if (sh->CompileStatus == GL_FALSE &&
(ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
sh->Name, sh->InfoLog);
}
}
@ -703,6 +711,12 @@ link_program(struct gl_context *ctx, GLuint program)
_mesa_glsl_link_shader(ctx, shProg);
if (shProg->LinkStatus == GL_FALSE &&
(ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error linking program %u:\n%s\n",
shProg->Name, shProg->InfoLog);
}
/* debug code */
if (0) {
GLuint i;