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synced 2026-08-15 07:41:11 +02:00
Improved shader:getWarnings() to return shader compiler warnings as well as shader program linker and usage warnings
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@@ -97,17 +97,17 @@ Shader::~Shader()
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GLuint Shader::compileCode(ShaderType type, const std::string &code)
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{
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GLenum glshadertype;
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const char *shadertypename = NULL;
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const char *shadertypestr = NULL;
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switch (type)
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{
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case TYPE_VERTEX:
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glshadertype = GL_VERTEX_SHADER;
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shadertypename = "vertex";
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shadertypestr = "vertex";
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break;
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case TYPE_PIXEL:
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glshadertype = GL_FRAGMENT_SHADER;
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shadertypename = "pixel";
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shadertypestr = "pixel";
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break;
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default:
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throw love::Exception("Cannot create shader object: unknown shader type.");
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@@ -124,9 +124,9 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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GLenum err = glGetError();
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if (err == GL_INVALID_ENUM) // invalid or unsupported shader type
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypename, shadertypename);
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypestr, shadertypestr);
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else // other errors should only happen between glBegin() and glEnd()
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throw love::Exception("Cannot create %s shader object.", shadertypename);
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throw love::Exception("Cannot create %s shader object.", shadertypestr);
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}
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const char *src = code.c_str();
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@@ -135,23 +135,26 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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glCompileShader(shaderid);
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// Get any warnings the shader compiler may have produced
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *infolog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, NULL, infolog);
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// Save any warnings for later querying
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if (infologlen > 0)
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shaderWarnings[type] = shadertypestr + std::string(" shader:\n") + infolog;
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delete[] infolog;
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GLint status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *errorlog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, NULL, errorlog);
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std::string tmp(errorlog);
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delete[] errorlog;
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glDeleteShader(shaderid);
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throw love::Exception("Cannot compile %s shader code:\n%s", shadertypename, tmp.c_str());
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throw love::Exception("Cannot compile %s shader code:\n%s",
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shadertypestr, shaderWarnings[type].c_str());
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}
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return shaderid;
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@@ -177,7 +180,7 @@ void Shader::createProgram(const std::vector<GLuint> &shaderids)
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if (status == GL_FALSE)
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{
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std::string warnings = getWarnings();
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std::string warnings = getProgramWarnings();
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glDeleteProgram(program);
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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@@ -236,12 +239,15 @@ void Shader::unloadVolatile()
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// same with uniform location list
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uniforms.clear();
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shaderWarnings.clear();
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}
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std::string Shader::getWarnings() const
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std::string Shader::getProgramWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
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char *tempstr = new char[strlen+1];
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// be extra sure that the error string will be 0-terminated
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memset(tempstr, '\0', strlen+1);
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@@ -250,6 +256,21 @@ std::string Shader::getWarnings() const
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std::string warnings(tempstr);
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delete[] tempstr;
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return warnings;
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}
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std::string Shader::getWarnings() const
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{
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std::string warnings;
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// Get the individual shader stage warnings
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std::map<ShaderType, std::string>::const_iterator it;
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for (it = shaderWarnings.begin(); it != shaderWarnings.end(); ++it)
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warnings += it->second;
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warnings += getProgramWarnings();
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return warnings;
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}
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@@ -133,9 +133,15 @@ private:
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void sendTexture(const std::string &name, GLuint texture);
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// Get any warnings or errors generated only by the shader program object.
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std::string getProgramWarnings() const;
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// List of all shader code attached to this Shader
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ShaderSources shaderSources;
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// Shader compiler warning strings for individual shader stages.
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std::map<ShaderType, std::string> shaderWarnings;
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GLuint program; // volatile
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// Uniform location buffer map
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