GPU: Refactored +cleanup compilation log parsing.

Old implementation has a single parser of many different
formats. With the introduction of Vulkan this would lead
to another parser in the same function. This patch
separates the log parsing using a visitor pattern so the
log parsing can be configured per GPU backend or even
per driver.

With Vulkan we manage the compiler our self so the parsing
will become more straight forward. The OpenGL part depends
on many factors (OS, Driver) and perhaps even GPU.
This commit is contained in:
2021-06-28 12:20:59 +02:00
parent dbd4ff4163
commit 1b942ef90c
6 changed files with 197 additions and 92 deletions

View File

@@ -158,18 +158,19 @@ GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *>
char log[5000] = "";
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
if (log[0] != '\0') {
GLLogParser parser;
switch (gl_stage) {
case GL_VERTEX_SHADER:
this->print_log(sources, log, "VertShader", !status);
this->print_log(sources, log, "VertShader", !status, &parser);
break;
case GL_GEOMETRY_SHADER:
this->print_log(sources, log, "GeomShader", !status);
this->print_log(sources, log, "GeomShader", !status, &parser);
break;
case GL_FRAGMENT_SHADER:
this->print_log(sources, log, "FragShader", !status);
this->print_log(sources, log, "FragShader", !status, &parser);
break;
case GL_COMPUTE_SHADER:
this->print_log(sources, log, "ComputeShader", !status);
this->print_log(sources, log, "ComputeShader", !status, &parser);
break;
}
}
@@ -220,7 +221,8 @@ bool GLShader::finalize()
char log[5000];
glGetProgramInfoLog(shader_program_, sizeof(log), nullptr, log);
Span<const char *> sources;
this->print_log(sources, log, "Linking", true);
GLLogParser parser;
this->print_log(sources, log, "Linking", true, &parser);
return false;
}