Files
test2/source/blender/gpu/vulkan/vk_shader_log.cc
Clément Foucault 1c96d0d861 Metal: Improve shader logging
This adds some `#line` directive between the
source file injection so that the log parser knowns
which file the errors originated from.

This is then followed by a scan over the combined
source to find out the real row number.

This needed some changes in the `Shader::plint_log`
to skip lines to avoid outputing redundant information.
2024-01-01 00:43:09 +13:00

48 lines
1.2 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_shader_log.hh"
#include "GPU_platform.h"
namespace blender::gpu {
const char *VKLogParser::parse_line(const char * /*source_combined*/,
const char *log_line,
GPULogItem &log_item)
{
log_line = skip_name(log_line);
log_line = skip_separators(log_line, ":");
/* Parse error line & char numbers. */
if (at_number(log_line)) {
const char *error_line_number_end;
log_item.cursor.row = parse_number(log_line, &error_line_number_end);
log_line = error_line_number_end;
}
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;
}
const char *VKLogParser::skip_name(const char *log_line)
{
return skip_until(log_line, ':');
}
const char *VKLogParser::skip_severity_keyword(const char *log_line, GPULogItem &log_item)
{
return skip_severity(log_line, log_item, "error", "warning", "note");
}
} // namespace blender::gpu