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Diffstat (limited to 'libs/rs/driver/rsdShader.cpp')
-rw-r--r--libs/rs/driver/rsdShader.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/libs/rs/driver/rsdShader.cpp b/libs/rs/driver/rsdShader.cpp
index e9ce7c2..a10deb4 100644
--- a/libs/rs/driver/rsdShader.cpp
+++ b/libs/rs/driver/rsdShader.cpp
@@ -190,7 +190,7 @@ bool RsdShader::loadShader(const Context *rsc) {
char* buf = (char*) malloc(infoLen);
if (buf) {
RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
- LOGE("Could not compile shader \n%s\n", buf);
+ ALOGE("Could not compile shader \n%s\n", buf);
free(buf);
}
RSD_CALL_GL(glDeleteShader, mShaderID);
@@ -287,9 +287,9 @@ void RsdShader::logUniform(const Element *field, const float *fd, uint32_t array
rsAssert(0);
}
}
- LOGE("Element size %u data=%p", elementSize, fd);
+ ALOGE("Element size %u data=%p", elementSize, fd);
fd += elementSize;
- LOGE("New data=%p", fd);
+ ALOGE("New data=%p", fd);
}
}
@@ -404,7 +404,7 @@ void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
if (numTexturesToBind >= numTexturesAvailable) {
- LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
+ ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
numTexturesToBind = numTexturesAvailable;
@@ -422,7 +422,7 @@ void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
- LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
+ ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
}
RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
@@ -450,7 +450,7 @@ void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool
for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
Allocation *alloc = mRSProgram->mHal.state.constants[ct];
if (!alloc) {
- LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
+ ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
(uint32_t)this, ct);
rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
continue;