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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_util.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
index fe07aa6eb..9a7a39b95 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -31,7 +31,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
@@ -51,7 +51,7 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> fragment_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
@@ -75,13 +75,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
if (info_log_length > 1) {
std::vector<char> program_error(info_log_length);
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
- if (result) {
+ if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
}
}
+ // If the program linking failed at least one of the shaders was probably bad
+ if (result == GL_FALSE) {
+ LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
+ LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
+ }
+
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);