}
static gboolean
-check_shader_error (int shader_id,
- GError **error)
+check_shader_error (int shader_id,
+ int shader_type,
+ const char *resource_path,
+ GError **error)
{
int status;
int log_len;
prepend_line_numbers (code, s);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
- "Compilation failure in shader.\nSource Code: %s\n\nError Message:\n%s\n\n",
+ "Compilation failure in %s shader %s.\nSource Code:\n%s\n\nError Message:\n%s\n\n",
+ (shader_type == GL_FRAGMENT_SHADER ? "fragment" : "vertex"),
+ resource_path,
s->str,
buffer);
});
glCompileShader (vertex_id);
- if (!check_shader_error (vertex_id, error))
+ if (!check_shader_error (vertex_id, GL_VERTEX_SHADER, resource_path, error))
{
glDeleteShader (vertex_id);
goto out;
});
glCompileShader (fragment_id);
- if (!check_shader_error (fragment_id, error))
+ if (!check_shader_error (fragment_id, GL_FRAGMENT_SHADER, resource_path, error))
{
glDeleteShader (fragment_id);
goto out;