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authorBrian Paul <brianp@vmware.com>2013-11-05 16:58:15 -0700
committerBrian Paul <brianp@vmware.com>2013-11-06 09:04:16 -0700
commit36f1c6e3db6b8010ce4f06ed33e69f628b67e293 (patch)
tree60ada6e87a88df24406307c30fa7717408710531
parent5580ff818e0559099ffc79af60872908e9d5d747 (diff)
mesa: for GLSL_DUMP_ON_ERROR, also dump the info log
Since it's helpful to know why the shader did not compile. Also, call fflush() for Windows. Reviewed-by: José Fonseca <jfonseca@vmware.com>
-rw-r--r--src/mesa/main/shaderapi.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 7da860ddf1a..1d9aac39df2 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -825,6 +825,8 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_glsl_shader_target_name(sh->Type), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
+ fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
+ fflush(stderr);
}
if (ctx->Shader.Flags & GLSL_REPORT_ERRORS) {