_mesa_write_shader_to_file(shader);
}
- if ((ctx->Shader.Flags & GLSL_DUMP) && shader->CompileStatus) {
- printf("GLSL IR for shader %d:\n", shader->Name);
- _mesa_print_ir(shader->ir, NULL);
- printf("\n\n");
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (shader->CompileStatus) {
+ printf("GLSL IR for shader %d:\n", shader->Name);
+ _mesa_print_ir(shader->ir, NULL);
+ printf("\n\n");
+ } else {
+ printf("GLSL shader %d failed to compile.\n", shader->Name);
+ }
+ if (shader->InfoLog && shader->InfoLog[0] != 0) {
+ printf("GLSL shader %d info log:\n", shader->Name);
+ printf("%s\n", shader->InfoLog);
+ }
}
/* Retain any live IR, but trash the rest. */
}
if (prog->LinkStatus) {
- if (!ctx->Driver.LinkShader(ctx, prog))
+ if (!ctx->Driver.LinkShader(ctx, prog)) {
prog->LinkStatus = GL_FALSE;
+ printf("GLSL shader program %d failed to link\n", prog->Name);
+ }
+
+ if (prog->InfoLog && prog->InfoLog[0] != 0) {
+ printf("GLSL shader program %d info log:\n", prog->Name);
+ printf("%s\n", prog->InfoLog);
+ }
}
}