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authorGraham Linden <graham@lindenlab.com>2018-09-10 20:41:10 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-10 20:41:10 +0100
commit8a162bc59cefc246da80d66f223a5cd545ff1dd3 (patch)
tree1e525363e9675bea93f5ff7c900a3a3e508450f5
parent642a4ddd60745db292c543a5cea3b1e5fe606795 (diff)
Pull fname out of class loop so we can see which actual shader file we were trying to load while debugging.
-rw-r--r--indra/llrender/llshadermgr.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 78aed5eef6..20d32612f8 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -588,10 +588,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
S32 try_gpu_class = shader_level;
S32 gpu_class;
+ std::stringstream fname;
+
//find the most relevant file
for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
- { //search from the current gpu class down to class 1 to find the most relevant shader
- std::stringstream fname;
+ { //search from the current gpu class down to class 1 to find the most relevant shader
fname << getShaderDirPrefix();
fname << gpu_class << "/" << filename;