Sentry: adjust reporting of missing shaders
Reduce noise on the backend when a shader is missing, by special- casing how we report it.
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58d9a6d0b5
@ -76,7 +76,7 @@
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#include <simgear/structure/SGExpression.hxx>
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#include <simgear/structure/SGExpression.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/props/vectorPropTemplates.hxx>
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#include <simgear/props/vectorPropTemplates.hxx>
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#include <simgear/debug/ErrorReportingCallback.hxx>
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#include <simgear/io/iostreams/sgstream.hxx>
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#include <simgear/io/iostreams/sgstream.hxx>
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namespace simgear
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namespace simgear
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@ -928,7 +928,8 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
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// FIXME orig: const string& shaderName = shaderKey.first;
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// FIXME orig: const string& shaderName = shaderKey.first;
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string shaderName = shaderKey.first;
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string shaderName = shaderKey.first;
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Shader::Type stype = (Shader::Type)shaderKey.second;
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Shader::Type stype = (Shader::Type)shaderKey.second;
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if (getPropertyRoot()->getBoolValue("/sim/version/compositor-support", false) &&
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const bool compositorEnabled = getPropertyRoot()->getBoolValue("/sim/version/compositor-support", false);
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if (compositorEnabled &&
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shaderName.substr(0, shaderName.find("/")) == "Shaders") {
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shaderName.substr(0, shaderName.find("/")) == "Shaders") {
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shaderName = "Compositor/" + shaderName;
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shaderName = "Compositor/" + shaderName;
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}
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}
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@ -936,7 +937,9 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
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if (fileName.empty())
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if (fileName.empty())
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{
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{
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SG_LOG(SG_INPUT, SG_ALERT, "Could not locate shader" << shaderName);
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SG_LOG(SG_INPUT, SG_ALERT, "Could not locate shader" << shaderName);
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if (!compositorEnabled) {
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reportError("Missing shader", shaderName);
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}
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throw BuilderException(string("couldn't find shader ") +
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throw BuilderException(string("couldn't find shader ") +
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shaderName);
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shaderName);
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