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blender-archive/source/blender/gpu/opengl/gl_shader_log.cc
Jeroen Bakker 66d48b272e Cleanup: GPU Shader Log Parsing.
- Added functions to check if the cursor is at a number.
- Added function to parse a number.
- Joined skip_separator functions.
- Added function to check if cursor is at any given set of characters.
2021-06-29 09:52:31 +02:00

88 lines
2.8 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2021 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "gl_shader.hh"
#include "GPU_platform.h"
namespace blender::gpu {
char *GLLogParser::parse_line(char *log_line, GPULogItem &log_item)
{
/* Skip ERROR: or WARNING:. */
log_line = skip_severity_prefix(log_line, log_item);
log_line = skip_separators(log_line, "(: ");
/* Parse error line & char numbers. */
if (at_number(log_line)) {
char *error_line_number_end;
log_item.cursor.row = parse_number(log_line, &error_line_number_end);
/* Try to fetch the error character (not always available). */
if (at_any(error_line_number_end, "(:") && at_number(&error_line_number_end[1])) {
log_item.cursor.column = parse_number(error_line_number_end + 1, &log_line);
}
else {
log_line = error_line_number_end;
}
/* There can be a 3rd number (case of mesa driver). */
if (at_any(log_line, "(:") && at_number(&log_line[1])) {
log_item.cursor.source = log_item.cursor.row;
log_item.cursor.row = log_item.cursor.column;
log_item.cursor.column = parse_number(log_line + 1, &error_line_number_end);
log_line = error_line_number_end;
}
}
if ((log_item.cursor.row != -1) && (log_item.cursor.column != -1)) {
if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) ||
GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_OFFICIAL)) {
/* 0:line */
log_item.cursor.row = log_item.cursor.column;
log_item.cursor.column = -1;
}
else {
/* line:char */
}
}
log_line = skip_separators(log_line, ":) ");
/* Skip to message. Avoid redundant info. */
log_line = skip_severity_keyword(log_line, log_item);
log_line = skip_separators(log_line, ":) ");
return log_line;
}
char *GLLogParser::skip_severity_prefix(char *log_line, GPULogItem &log_item)
{
return skip_severity(log_line, log_item, "ERROR", "WARNING");
}
char *GLLogParser::skip_severity_keyword(char *log_line, GPULogItem &log_item)
{
return skip_severity(log_line, log_item, "error", "warning");
}
} // namespace blender::gpu