WINED3D: Fix a few TRACEs in pixelshader.c
H. Verbeet
hverbeet at gmail.com
Thu Jan 19 15:53:10 CST 2006
Some traces in dlls/wined3d/pixelshader.c cause problems, like missing
a \n at the and of a line, displaying incorrect information or
crashing. This patch fixes a few of those.
Changelog:
- Fix a few TRACEs in pixelshader.c
-------------- next part --------------
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 21cc284..a202942 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -864,7 +864,7 @@ inline static void addline(unsigned int
}
*pgmLength += lineLen;
- ++lineNum;
+ ++(*lineNum);
TRACE("GL HW (%u, %u) : %s", *lineNum, *pgmLength, line);
}
@@ -1095,7 +1095,6 @@ inline static VOID IWineD3DPixelShaderIm
#endif
pInstr = pToken;
curOpcode = pshader_program_get_opcode(*pToken, version);
- TRACE("Found opcode %s %s\n", curOpcode->name,curOpcode->glname);
++pToken;
if (NULL == curOpcode) {
/* unknown current opcode ... (shouldn't be any!) */
@@ -1108,6 +1107,7 @@ inline static VOID IWineD3DPixelShaderIm
FIXME("Token %s requires greater functionality than Fragment_Progarm_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
} else {
+ TRACE("Found opcode %s %s\n", curOpcode->name, curOpcode->glname);
saturate = FALSE;
/* Build opcode for GL vertex_program */
@@ -1399,7 +1399,7 @@ inline static VOID IWineD3DPixelShaderIm
case D3DSPDM_D8: D8 = TRUE; break;
#endif
default:
- TRACE("_unhandled_modifier(0x%08lx)", mask);
+ TRACE("_unhandled_modifier(0x%08lx)\n", mask);
}
}
@@ -1491,9 +1491,14 @@ inline static VOID IWineD3DPixelShaderIm
/* finally null terminate the pgmStr*/
pgmStr[pgmLength] = 0;
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
- TRACE("(%p) : Generated program %s\n", This, pgmStr);
/* Create the hw shader */
+ /* pgmStr sometimes gets too long for a normal TRACE */
+ TRACE("Generated program:\n");
+ if (TRACE_ON(d3d_shader)) {
+ fprintf(stderr, "%s\n", pgmStr);
+ }
+
/* TODO: change to resource.glObjectHandel or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
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