wined3d: Fix a few format specifiers in IWineD3DStateBlockImpl_Capture().

Henri Verbeet hverbeet at codeweavers.com
Wed Dec 31 09:57:10 CST 2008


---
 dlls/wined3d/stateblock.c |   81 ++++++++++++++++++++++-----------------------
 1 files changed, 40 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index f89759b..42ef451 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -390,11 +390,11 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Vertex Shader Float Constants */
         for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
             i = This->contained_vs_consts_f[j];
-            TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantF[i * 4],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 1],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 2],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
+            TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
+                    targetStateBlock->vertexShaderConstantF[i * 4],
+                    targetStateBlock->vertexShaderConstantF[i * 4 + 1],
+                    targetStateBlock->vertexShaderConstantF[i * 4 + 2],
+                    targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
 
             This->vertexShaderConstantF[i * 4]      = targetStateBlock->vertexShaderConstantF[i * 4];
             This->vertexShaderConstantF[i * 4 + 1]  = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
@@ -405,11 +405,11 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Vertex Shader Integer Constants */
         for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
             i = This->contained_vs_consts_i[j];
-            TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantI[i * 4],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 1],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 2],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
+            TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
+                    targetStateBlock->vertexShaderConstantI[i * 4],
+                    targetStateBlock->vertexShaderConstantI[i * 4 + 1],
+                    targetStateBlock->vertexShaderConstantI[i * 4 + 2],
+                    targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
 
             This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
             This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
@@ -420,8 +420,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Vertex Shader Boolean Constants */
         for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
             i = This->contained_vs_consts_b[j];
-            TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
+            TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
+                    targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
 
             This->vertexShaderConstantB[i] =  targetStateBlock->vertexShaderConstantB[i];
         }
@@ -429,11 +429,11 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Pixel Shader Float Constants */
         for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
             i = This->contained_ps_consts_f[j];
-            TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantF[i * 4],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 1],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 2],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
+            TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
+                    targetStateBlock->pixelShaderConstantF[i * 4],
+                    targetStateBlock->pixelShaderConstantF[i * 4 + 1],
+                    targetStateBlock->pixelShaderConstantF[i * 4 + 2],
+                    targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
 
             This->pixelShaderConstantF[i * 4]      = targetStateBlock->pixelShaderConstantF[i * 4];
             This->pixelShaderConstantF[i * 4 + 1]  = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
@@ -444,11 +444,11 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Pixel Shader Integer Constants */
         for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
             i = This->contained_ps_consts_i[j];
-            TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantI[i * 4],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 1],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 2],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
+            TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
+                    targetStateBlock->pixelShaderConstantI[i * 4],
+                    targetStateBlock->pixelShaderConstantI[i * 4 + 1],
+                    targetStateBlock->pixelShaderConstantI[i * 4 + 2],
+                    targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
 
             This->pixelShaderConstantI[i * 4]      = targetStateBlock->pixelShaderConstantI[i * 4];
             This->pixelShaderConstantI[i * 4 + 1]  = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
@@ -459,23 +459,23 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         /* Pixel Shader Boolean Constants */
         for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
             i = This->contained_ps_consts_b[j];
-            TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
+            TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
+                    targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
 
             This->pixelShaderConstantB[i] =  targetStateBlock->pixelShaderConstantB[i];
         }
 
         /* Others + Render & Texture */
         for (i = 0; i < This->num_contained_transform_states; i++) {
-            TRACE("Updating transform %d\n", i);
+            TRACE("Updating transform %u\n", i);
             This->transforms[This->contained_transform_states[i]] =
                 targetStateBlock->transforms[This->contained_transform_states[i]];
         }
 
         if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
                         || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
-            TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
-                  targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
+            TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
+                    targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
             if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
             if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
             This->pIndexData = targetStateBlock->pIndexData;
@@ -514,8 +514,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
             if (This->changed.streamSource[i] &&
                             ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
                             (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
-                TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
-                                                                            targetStateBlock->streamStride[i]);
+                TRACE("Updating stream source %u to %p, stride to %u\n",
+                        i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
                 This->streamStride[i] = targetStateBlock->streamStride[i];
                 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
                 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
@@ -525,8 +525,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
             if (This->changed.streamFreq[i] &&
             (This->streamFreq[i] != targetStateBlock->streamFreq[i]
             || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
-                    TRACE("Updating stream frequency %d to %d flags to %d\n", i ,  targetStateBlock->streamFreq[i] ,
-                                                                                   targetStateBlock->streamFlags[i]);
+                    TRACE("Updating stream frequency %u to %u flags to %#x\n",
+                            i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
                     This->streamFreq[i]  =  targetStateBlock->streamFreq[i];
                     This->streamFlags[i] =  targetStateBlock->streamFlags[i];
             }
@@ -536,15 +536,15 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
             if (This->changed.clipplane[i]
                     && memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
             {
-                TRACE("Updating clipplane %d\n", i);
+                TRACE("Updating clipplane %u\n", i);
                 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
             }
         }
 
         /* Render */
         for (i = 0; i < This->num_contained_render_states; i++) {
-            TRACE("Updating renderState %d to %d\n",
-                  This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
+            TRACE("Updating renderState %u to %u\n", This->contained_render_states[i],
+                    targetStateBlock->renderState[This->contained_render_states[i]]);
             This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
         }
 
@@ -553,16 +553,16 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
             DWORD stage = This->contained_tss_states[j].stage;
             DWORD state = This->contained_tss_states[j].state;
 
-            TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
-                  targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
-                    This->textureState[stage][state] =  targetStateBlock->textureState[stage][state];
+            TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage, state,
+                    targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
+            This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
         }
 
         /* Samplers */
         /* TODO: move over to using memcpy */
         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
             if (This->changed.textures[j]) {
-                TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j],  This->textures[j]);
+                TRACE("Updating texture %u to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
                 This->textures[j] = targetStateBlock->textures[j];
             }
         }
@@ -570,9 +570,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         for (j = 0; j < This->num_contained_sampler_states; j++) {
             DWORD stage = This->contained_sampler_states[j].stage;
             DWORD state = This->contained_sampler_states[j].state;
-            TRACE("Updating sampler state %d,%d to %d (was %d)\n",
-                stage, state, targetStateBlock->samplerState[stage][state],
-                This->samplerState[stage][state]);
+            TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage, state,
+                    targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
             This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
         }
         if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
-- 
1.6.0.6



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