Add extra logging for shader compilation errors

This commit is contained in:
Anders Jenbo 2025-07-23 19:40:54 +02:00
parent 03da1f0d9b
commit 1e117abd68

View File

@ -15,8 +15,17 @@ static GLuint CompileShader(GLenum type, const char* source)
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLint logLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetShaderInfoLog(shader, logLength, nullptr, log.data());
SDL_Log("Shader compile error: %s", log.data());
}
else {
SDL_Log("CompileShader (%s)", SDL_GetError());
}
glDeleteShader(shader);
SDL_Log("CompileShader (%s)", SDL_GetError());
return 0;
}
return shader;