Fix sp shader debug handling
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91e1bd3fd1
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611def3c04
@ -227,22 +227,27 @@ void SPShader::addAllUniforms(RenderPass rp)
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GLenum type;
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char name[100] = {};
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glGetActiveUniform(m_program[rp], i, 99, NULL, &size, &type, name);
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if (size != 1 && m_sp_shader_debug)
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if (size != 1)
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{
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Log::debug("SPShader", "Array of uniforms is not supported in"
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" shader %s for %s.", m_name.c_str(), name);
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if (m_sp_shader_debug)
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{
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Log::debug("SPShader", "Array of uniforms is not supported in"
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" shader %s for %s.", m_name.c_str(), name);
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}
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continue;
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}
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auto ret = supported_types.find(type);
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if (ret == supported_types.end() && m_sp_shader_debug)
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if (ret == supported_types.end())
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{
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Log::debug("SPShader", "%d type not supported", (unsigned)type);
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if (m_sp_shader_debug)
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Log::debug("SPShader", "%d type not supported", (unsigned)type);
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continue;
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}
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GLuint location = glGetUniformLocation(m_program[rp], name);
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if (location == GL_INVALID_INDEX && m_sp_shader_debug)
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if (location == GL_INVALID_INDEX)
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{
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Log::debug("SPShader", "%s uniform not found", name);
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if (m_sp_shader_debug)
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Log::debug("SPShader", "%s uniform not found", name);
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continue;
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}
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m_uniforms[rp][name] = new SPUniformAssigner(ret->second, location);
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