Error-reporting: improve reports for STGs and effects
When an effect defines no shader sources, special case this error to avoid confusing result from SGProgram. Add error-context for readNode STG loading, so failures inside an STG can be attributed
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@ -993,6 +993,14 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
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}
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}
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}
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}
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}
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}
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if (sgprogram->getNumShaders() == 0) {
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simgear::reportFailure(simgear::LoadFailure::BadData,
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simgear::ErrorCode::LoadEffectsShaders,
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"No shader source code defined for effect",
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effect->filePath());
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}
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for (const auto& key : prgKey.attributes) {
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for (const auto& key : prgKey.attributes) {
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program->addBindAttribLocation(key.first, key.second);
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program->addBindAttribLocation(key.first, key.second);
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}
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}
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@ -580,7 +580,9 @@ struct ReaderWriterSTG::_ModelBin {
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}
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}
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callback(token,name, SGGeod::fromDegM(obj._lon, obj._lat, obj._elev), obj._hdg,restofline);
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callback(token,name, SGGeod::fromDegM(obj._lon, obj._lat, obj._elev), obj._hdg,restofline);
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} else {
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT, absoluteFileName << ": Unknown token '" << token << "'" );
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// SG_LOG( SG_TERRAIN, SG_ALERT, absoluteFileName << ": Unknown token '" << token << "'" );
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simgear::reportFailure(simgear::LoadFailure::Misconfigured, simgear::ErrorCode::BTGLoad,
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"Unknown STG token:" + token, absoluteFileName);
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}
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}
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}
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}
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}
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}
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@ -709,6 +711,7 @@ ReaderWriterSTG::readNode(const std::string& fileName, const osgDB::Options* opt
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{
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{
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_ModelBin modelBin;
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_ModelBin modelBin;
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SGBucket bucket(bucketIndexFromFileName(fileName));
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SGBucket bucket(bucketIndexFromFileName(fileName));
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simgear::ErrorReportContext ec("terrain-bucket", bucket.gen_index_str());
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// We treat 123.stg different than ./123.stg.
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// We treat 123.stg different than ./123.stg.
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// The difference is that ./123.stg as well as any absolute path
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// The difference is that ./123.stg as well as any absolute path
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@ -716,6 +719,7 @@ ReaderWriterSTG::readNode(const std::string& fileName, const osgDB::Options* opt
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// In contrast 123.stg uses the search paths to load a set of stg
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// In contrast 123.stg uses the search paths to load a set of stg
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// files spread across the scenery directories.
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// files spread across the scenery directories.
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if (osgDB::getSimpleFileName(fileName) != fileName) {
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if (osgDB::getSimpleFileName(fileName) != fileName) {
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simgear::ErrorReportContext ec("terrain-stg", fileName);
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if (!modelBin.read(fileName, options))
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if (!modelBin.read(fileName, options))
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return ReadResult::FILE_NOT_FOUND;
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return ReadResult::FILE_NOT_FOUND;
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}
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}
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@ -754,6 +758,7 @@ ReaderWriterSTG::readNode(const std::string& fileName, const osgDB::Options* opt
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for (auto suffix : sgOpts->getSceneryPathSuffixes()) {
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for (auto suffix : sgOpts->getSceneryPathSuffixes()) {
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const auto p = base / suffix / basePath / fileName;
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const auto p = base / suffix / basePath / fileName;
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simgear::ErrorReportContext ec("terrain-stg", p.utf8Str());
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modelBin.read(p, options);
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modelBin.read(p, options);
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}
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}
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}
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}
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@ -52,19 +52,20 @@ void SGProgram::apply(osg::State& state) const
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std::string infoLog;
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std::string infoLog;
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_checkState = FailedToApply;
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_checkState = FailedToApply;
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getPCP(state)->getInfoLog(infoLog);
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getPCP(state)->getInfoLog(infoLog);
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if (!infoLog.empty()) {
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// log all the shader source file names, to help in debugging link errors
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std::ostringstream os;
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for (int i = 0; i < getNumShaders(); ++i) {
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const auto shader = getShader(i);
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os << "\t" << shader->getFileName() << "\n";
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}
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// log all the shader source file names, to help in debugging link errors
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simgear::reportFailure(simgear::LoadFailure::BadData, simgear::ErrorCode::LoadEffectsShaders,
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std::ostringstream os;
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"Shader program errors: " + infoLog +
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for (int i = 0; i < getNumShaders(); ++i) {
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"\n\nShader sources:\n" + os.str(),
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const auto shader = getShader(i);
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_effectFilePath);
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os << "\t" << shader->getFileName() << "\n";
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}
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}
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simgear::reportFailure(simgear::LoadFailure::BadData, simgear::ErrorCode::LoadEffectsShaders,
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"Shader program errors: " + infoLog +
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"\n\nShader sources:\n" + os.str(),
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_effectFilePath);
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for (int i = 0; i < getNumShaders(); ++i) {
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for (int i = 0; i < getNumShaders(); ++i) {
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const auto shader = getShader(i);
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const auto shader = getShader(i);
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auto pcs = shader->getPCS(state);
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auto pcs = shader->getPCS(state);
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