gl->GetProgramInfoLog(program, 4096, &size, output);
// log on error
- DALI_LOG_INFO(gGraphicsProgramLogFilter, Debug::Verbose, "Log: %s\n", output);
+ DALI_LOG_ERROR("glLinkProgam failed:\n%s\n", output);
gl->DeleteProgram(program);
return false;
}
mImpl->glProgram = program;
// Initialize reflection
- mImpl->reflection->BuildUniformBlockReflection();
mImpl->reflection->BuildVertexAttributeReflection();
+ mImpl->reflection->BuildUniformBlockReflection();
// populate uniform cache memory for standalone uniforms (it's not needed
// for real UBOs as real UBOs work with whole memory blocks)
char output[4096];
GLsizei size{0u};
gl->GetShaderInfoLog(shader, 4096, &size, output);
- DALI_LOG_RENDER_INFO("Code: %s\n", reinterpret_cast<const char*>(GetCreateInfo().sourceData));
- DALI_LOG_RENDER_INFO("Log: %s\n", output);
+ DALI_LOG_ERROR("Code: %s\n", reinterpret_cast<const char*>(GetCreateInfo().sourceData));
+ DALI_LOG_ERROR("glCompileShader() failed: \n%s\n", output);
gl->DeleteShader(shader);
return false;
}
-
- // TODO: check error
mImpl->glShader = shader;
}
return true;