Change uniform warning in glShaderContext to avoid spam

This changes the severity of the uniform warning to debug, to avoid spamming the console
This commit is contained in:
tobspr 2016-04-10 10:51:13 +02:00 committed by rdb
parent 33ed30b178
commit 5f28d20402
1 changed files with 9 additions and 8 deletions

View File

@ -677,23 +677,24 @@ reflect_uniform(int i, char *name_buffer, GLsizei name_buflen) {
_glgsg->_glGetActiveUniform(_glsl_program, i, name_buflen, NULL, &param_size, &param_type, name_buffer);
GLint p = _glgsg->_glGetUniformLocation(_glsl_program, name_buffer);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Active uniform " << name_buffer << " with size " << param_size
<< " and type 0x" << hex << param_type << dec
<< " is bound to location " << p << "\n";
}
// Some NVidia drivers (361.43 for example) (incorrectly) include "internal"
// uniforms in the list starting with "_main_" (for example,
// "_main_0_gp5fp[0]") we need to skip those, because we don't know anything
// about them
if (strncmp(name_buffer, "_main_", 6) == 0) {
GLCAT.warning() << "Ignoring uniform " << name_buffer << " which may be generated by buggy Nvidia driver.\n";
if (GLCAT.is_debug()) {
GLCAT.debug() << "Ignoring uniform " << name_buffer << " which may be generated by buggy Nvidia driver.\n";
}
return;
}
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Active uniform " << name_buffer << " with size " << param_size
<< " and type 0x" << hex << param_type << dec
<< " is bound to location " << p << "\n";
}
if (p < 0) {
// Special meaning, or it's in a uniform block. Let it go.
return;