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https://github.com/baldurk/renderdoc.git
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Add check & print of shader compile and program link status
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@@ -100,6 +100,10 @@ void DisplayGenericSplash()
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GPA_GET(glVertexAttribPointer);
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GPA_GET(glEnableVertexAttribArray);
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GPA_GET(glDrawArrays);
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GPA_GET(glGetShaderiv);
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GPA_GET(glGetShaderInfoLog);
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GPA_GET(glGetProgramiv);
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GPA_GET(glGetProgramInfoLog);
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eglBindAPI(EGL_OPENGL_ES_API);
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@@ -193,13 +197,41 @@ void main()
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertex, NULL);
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glCompileShader(vs);
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GLint status = 0;
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char buffer[1025] = {0};
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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if(status == 0)
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{
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glGetShaderInfoLog(vs, 1024, NULL, buffer);
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ANDROID_LOG("VS error: %s", buffer);
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}
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fragment, NULL);
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glCompileShader(fs);
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status = 0;
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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if(status == 0)
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{
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glGetShaderInfoLog(fs, 1024, NULL, buffer);
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ANDROID_LOG("FS error: %s", buffer);
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}
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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status = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if(status == 0)
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{
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glGetProgramInfoLog(prog, 1024, NULL, buffer);
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ANDROID_LOG("Program Error: %s", buffer);
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}
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glUseProgram(prog);
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// set the resolution
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