sh->CompileStatus = GL_FALSE;
} else {
if (ctx->_Shader->Flags & GLSL_DUMP) {
- fprintf(stderr, "GLSL source for %s shader %d:\n",
+ _mesa_log("GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
- fprintf(stderr, "%s\n", sh->Source);
- fflush(stderr);
+ _mesa_log("%s\n", sh->Source);
}
/* this call will set the shader->CompileStatus field to indicate if
if (ctx->_Shader->Flags & GLSL_DUMP) {
if (sh->CompileStatus) {
- fprintf(stderr, "GLSL IR for shader %d:\n", sh->Name);
- _mesa_print_ir(stderr, sh->ir, NULL);
- fprintf(stderr, "\n\n");
+ _mesa_log("GLSL IR for shader %d:\n", sh->Name);
+ _mesa_print_ir(_mesa_get_log_file(), sh->ir, NULL);
+ _mesa_log("\n\n");
} else {
- fprintf(stderr, "GLSL shader %d failed to compile.\n", sh->Name);
+ _mesa_log("GLSL shader %d failed to compile.\n", sh->Name);
}
if (sh->InfoLog && sh->InfoLog[0] != 0) {
- fprintf(stderr, "GLSL shader %d info log:\n", sh->Name);
- fprintf(stderr, "%s\n", sh->InfoLog);
+ _mesa_log("GLSL shader %d info log:\n", sh->Name);
+ _mesa_log("%s\n", sh->InfoLog);
}
- fflush(stderr);
}
}
if (!sh->CompileStatus) {
if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
- fprintf(stderr, "GLSL source for %s shader %d:\n",
+ _mesa_log("GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
- fprintf(stderr, "%s\n", sh->Source);
- fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
- fflush(stderr);
+ _mesa_log("%s\n", sh->Source);
+ _mesa_log("Info Log:\n%s\n", sh->InfoLog);
}
if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {