Add reporting of GLSL shader gen errors

This commit is contained in:
Henrik Rydgård
2023-09-11 15:37:03 +02:00
parent 859a31b221
commit 052747aa30
2 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -591,7 +591,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
uint64_t uniformMask = 0;
VertexShaderFlags flags;
if (!GenerateVertexShader(id, codeBuffer_, compat_, draw_->GetBugs(), &attributeMask, &uniformMask, &flags, &genErrorString)) {
WARN_LOG(G3D, "Failed to generate vertex shader during cache load");
ERROR_LOG(G3D, "Failed to generate vertex shader during cache load");
// We just ignore this one and carry on.
failCount++;
continue;
@@ -619,7 +619,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
uint64_t uniformMask = 0;
FragmentShaderFlags flags;
if (!GenerateFragmentShader(id, codeBuffer_, compat_, draw_->GetBugs(), &uniformMask, &flags, &genErrorString)) {
WARN_LOG(G3D, "Failed to generate fragment shader during cache load");
ERROR_LOG(G3D, "Failed to generate fragment shader during cache load");
// We just ignore this one and carry on.
failCount++;
continue;
@@ -643,7 +643,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
}
std::string genErrorString;
if (!GenerateGeometryShader(id, codeBuffer_, compat_, draw_->GetBugs(), &genErrorString)) {
WARN_LOG(G3D, "Failed to generate geometry shader during cache load");
ERROR_LOG(G3D, "Failed to generate geometry shader during cache load");
// We just ignore this one and carry on.
failCount++;
continue;