message: Add check & print of shader compile and program link status
diff: @@ -100,6 +100,10 @@ void DisplayGenericSplash()
  GPA_GET(glVertexAttribPointer);
  GPA_GET(glEnableVertexAttribArray);
  GPA_GET(glDrawArrays);
  + GPA_GET(glGetShaderiv);
  + GPA_GET(glGetShaderInfoLog);
  + GPA_GET(glGetProgramiv);
  + GPA_GET(glGetProgramInfoLog);
  eglBindAPI(EGL_OPENGL_ES_API);
  @@ -193,13 +197,41 @@ void main()
  GLuint vs = glCreateShader(GL_VERTEX_SHADER);
  glShaderSource(vs, 1, &vertex, NULL);
  glCompileShader(vs);
  +
  + GLint status = 0;
  + char buffer[1025] = {0};
  + glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
  + if(status == 0)
  + {
  + glGetShaderInfoLog(vs, 1024, NULL, buffer);
  + ANDROID_LOG("VS error: %s", buffer);
  + }
  +
  GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
  glShaderSource(fs, 1, &fragment, NULL);
  glCompileShader(fs);
  +
  + status = 0;
  + glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
  + if(status == 0)
  + {
  + glGetShaderInfoLog(fs, 1024, NULL, buffer);
  + ANDROID_LOG("FS error: %s", buffer);
  + }
  +
  GLuint prog = glCreateProgram();
  glAttachShader(prog, vs);
  glAttachShader(prog, fs);
  glLinkProgram(prog);
  +
  + status = 0;
  + glGetProgramiv(prog, GL_LINK_STATUS, &status);
  + if(status == 0)
  + {
  + glGetProgramInfoLog(prog, 1024, NULL, buffer);
  + ANDROID_LOG("Program Error: %s", buffer);
  + }
  +
  glUseProgram(prog);
  // set the resolution
  