Disable warning logs when loading shaders so we don't spam the log with confusing info on load.

This commit is contained in:
Jeffery Myers 2023-04-08 16:09:59 -07:00
parent 06c17ab7f1
commit aca5b02ff5
3 changed files with 10 additions and 0 deletions

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@ -1044,6 +1044,7 @@ RLAPI void TakeScreenshot(const char *fileName); // Takes a scr
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI int GetTraceLogLevel(); // Get the trace log message level (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator

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@ -2549,6 +2549,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
// All locations reset to -1 (no location) // All locations reset to -1 (no location)
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Set to error log level so we don't warn if these aren't found, we don't want to spam the user with false warnings
int logLevel = GetTraceLogLevel();
SetTraceLogLevel(RL_LOG_ERROR);
// Get handles to GLSL input attribute locations // Get handles to GLSL input attribute locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
@ -2569,6 +2573,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); // SHADER_LOC_MAP_ALBEDO
shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1); // SHADER_LOC_MAP_METALNESS
shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2); shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2);
SetTraceLogLevel(logLevel);
} }
return shader; return shader;

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@ -103,6 +103,9 @@ static int android_close(void *cookie);
// Set the current threshold (minimum) log level // Set the current threshold (minimum) log level
void SetTraceLogLevel(int logType) { logTypeLevel = logType; } void SetTraceLogLevel(int logType) { logTypeLevel = logType; }
//Get the current threshold (minimum) log level
int GetTraceLogLevel() { return logTypeLevel; }
// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
void TraceLog(int logType, const char *text, ...) void TraceLog(int logType, const char *text, ...)
{ {