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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.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
index a3ba16761..a6c6204d5 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -38,8 +38,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
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]);
+ LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s",
+ &vertex_shader_error[0]);
}
}
}
@@ -62,8 +62,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
} else {
- LOG_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s",
- &geometry_shader_error[0]);
+ LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s",
+ &geometry_shader_error[0]);
}
}
}
@@ -86,8 +86,8 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
} else {
- LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
- &fragment_shader_error[0]);
+ LOG_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s",
+ &fragment_shader_error[0]);
}
}
}
@@ -128,20 +128,20 @@ GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
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]);
+ LOG_CRITICAL(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) {
if (vertex_shader) {
- LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
+ LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
}
if (geometry_shader) {
- LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
+ LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
}
if (fragment_shader) {
- LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
+ LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
}
}
ASSERT_MSG(result == GL_TRUE, "Shader not linked");