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Log shader compile errors with Warning level (#2617)
* Log shader compile errors with Warning level These are infrequent enough that I think it's worth dumping any errors into the log. They also keep causing graphical glitches, and the only indication that anything went wrong is a debug log that is never enabled. * Add maximum length for shader log
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@ -10,6 +10,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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class Program : IProgram
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class Program : IProgram
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{
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{
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private const int MaxShaderLogLength = 2048;
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public int Handle { get; private set; }
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public int Handle { get; private set; }
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public bool IsLinked
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public bool IsLinked
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@ -115,9 +117,16 @@ namespace Ryujinx.Graphics.OpenGL
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if (status == 0)
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if (status == 0)
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{
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{
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// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
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_status = ProgramLinkStatus.Failure;
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_status = ProgramLinkStatus.Failure;
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Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
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string log = GL.GetProgramInfoLog(Handle);
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if (log.Length > MaxShaderLogLength)
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{
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log = log.Substring(0, MaxShaderLogLength) + "...";
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{log}");
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}
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}
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else
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else
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{
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{
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