eglglessink: Add log reporting at shader compilation failure
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@ -1166,6 +1166,7 @@ gst_eglglessink_init_egl_surface (GstEglGlesSink * eglglessink)
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GLint test;
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GLuint verthandle, fraghandle, prog;
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GLboolean ret;
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GLchar *info_log;
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GST_DEBUG_OBJECT (eglglessink, "Enter EGL surface setup");
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@ -1221,6 +1222,11 @@ gst_eglglessink_init_egl_surface (GstEglGlesSink * eglglessink)
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GST_DEBUG_OBJECT (eglglessink, "Successfully compiled vertex shader");
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else {
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GST_ERROR_OBJECT (eglglessink, "Couldn't compile vertex shader");
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glGetShaderiv (verthandle, GL_INFO_LOG_LENGTH, &test);
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info_log = g_new0 (GLchar, test);
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glGetShaderInfoLog (verthandle, test, NULL, info_log);
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GST_INFO_OBJECT (eglglessink, "Compilation info log:\n%s", info_log);
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g_free (info_log);
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goto HANDLE_ERROR;
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}
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@ -1238,6 +1244,11 @@ gst_eglglessink_init_egl_surface (GstEglGlesSink * eglglessink)
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GST_DEBUG_OBJECT (eglglessink, "Successfully compiled fragment shader");
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else {
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GST_ERROR_OBJECT (eglglessink, "Couldn't compile fragment shader");
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glGetShaderiv (fraghandle, GL_INFO_LOG_LENGTH, &test);
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info_log = g_new0 (GLchar, test);
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glGetShaderInfoLog (fraghandle, test, NULL, info_log);
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GST_INFO_OBJECT (eglglessink, "Compilation info log:\n%s", info_log);
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g_free (info_log);
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goto HANDLE_ERROR;
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}
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