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authorAlejandro Piñeiro <[email protected]>2016-04-19 20:26:32 +0200
committerAlejandro Piñeiro <[email protected]>2016-05-26 08:46:05 +0200
commit68c23d2d046b6419c7b3bd273278235095e29dae (patch)
tree7e56a1f1f67610c18c264a1e7122a354831927b3 /src/compiler/glsl/standalone.cpp
parent66ff04322e80d14d9b1c8a4d1ef8cf63440242af (diff)
glsl: add just-log option for the standalone compiler.
Add an option in order to ask to just print the InfoLog, without any header or separator. Useful if we want to use the standalone compiler to track only the warning/error messages. v2: all printfs goes on its own line (Ian Romanick) v3: rebasing: move just_log to standalone.h/cpp Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/compiler/glsl/standalone.cpp')
-rw-r--r--src/compiler/glsl/standalone.cpp20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/compiler/glsl/standalone.cpp b/src/compiler/glsl/standalone.cpp
index e5b9057cd01..c9f20e4f856 100644
--- a/src/compiler/glsl/standalone.cpp
+++ b/src/compiler/glsl/standalone.cpp
@@ -381,8 +381,14 @@ standalone_compile_shader(const struct standalone_options *_options,
compile_shader(ctx, shader);
- if (strlen(shader->InfoLog) > 0)
- printf("Info log for %s:\n%s\n", files[i], shader->InfoLog);
+ if (strlen(shader->InfoLog) > 0) {
+ if (!options->just_log)
+ printf("Info log for %s:\n", files[i]);
+
+ printf("%s", shader->InfoLog);
+ if (!options->just_log)
+ printf("\n");
+ }
if (!shader->CompileStatus) {
status = EXIT_FAILURE;
@@ -396,8 +402,14 @@ standalone_compile_shader(const struct standalone_options *_options,
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
- if (strlen(whole_program->InfoLog) > 0)
- printf("Info log for linking:\n%s\n", whole_program->InfoLog);
+ if (strlen(whole_program->InfoLog) > 0) {
+ printf("\n");
+ if (!options->just_log)
+ printf("Info log for linking:\n");
+ printf("%s", whole_program->InfoLog);
+ if (!options->just_log)
+ printf("\n");
+ }
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *shader = whole_program->_LinkedShaders[i];