Shader compile log depending on hardware

Posted by dreta on Game Development See other posts from Game Development or by dreta
Published on 2012-05-22T20:39:06Z Indexed on 2012/06/22 15:26 UTC
Read the original article Hit count: 188

Filed under:
|

I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content.

For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it.

So if I compile a vertex shader, I'll get:

Vertex shader was successfully compiled to run on hardware.

Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get:

Vertex shader(s) linked, fragment shader(s) linked.

Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked.

Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

© Game Development or respective owner

Related posts about graphics

Related posts about glsl