Adds logging of a shader name on an error after reload.
Differential Revision: https://code.wildfiregames.com/D3462 This was SVN commit r24814.
This commit is contained in:
parent
e4ac538c91
commit
02f2be9272
@ -467,6 +467,11 @@ public:
|
|||||||
|
|
||||||
m_FileDependencies = std::move(newFileDependencies);
|
m_FileDependencies = std::move(newFileDependencies);
|
||||||
|
|
||||||
|
if (vertexCode.empty())
|
||||||
|
LOGERROR("Failed to preprocess vertex shader: '%s'", m_VertexFile.string8());
|
||||||
|
if (fragmentCode.empty())
|
||||||
|
LOGERROR("Failed to preprocess fragment shader: '%s'", m_FragmentFile.string8());
|
||||||
|
|
||||||
#if CONFIG2_GLES
|
#if CONFIG2_GLES
|
||||||
// Ugly hack to replace desktop GLSL 1.10/1.20 with GLSL ES 1.00,
|
// Ugly hack to replace desktop GLSL 1.10/1.20 with GLSL ES 1.00,
|
||||||
// and also to set default float precision for fragment shaders
|
// and also to set default float precision for fragment shaders
|
||||||
|
Loading…
Reference in New Issue
Block a user