[PATCH] d3dx9: Avoid overflowing debug channel buffer when tracing ASCII effect errors.

Matteo Bruni matteo.mystral at gmail.com
Wed Jun 29 17:02:28 CDT 2016


2016-06-29 0:50 GMT+02:00 Alistair Leslie-Hughes <leslie_alistair at hotmail.com>:
> Hi Matteo,
>
> On 29/06/16 03:06, Matteo Bruni wrote:
>> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
>> ---
>> Inspired by a patch by Alistair Leslie-Hughes.
>>
>>  dlls/d3dx9_36/effect.c | 17 ++++++++++++++++-
>>  1 file changed, 16 insertions(+), 1 deletion(-)
>>
>> diff --git a/dlls/d3dx9_36/effect.c b/dlls/d3dx9_36/effect.c
> trace:d3dx:d3dx9_base_effect_init "Shaders/commonVertexLight.fx(53,7):
> warning X3205: conversion from larger type t"
> trace:d3dx:d3dx9_base_effect_init "o smaller, possible loss of data"
> trace:d3dx:d3dx9_base_effect_init "Shaders/commonVertexLight.fx(55,9):
> warning X3205: conversion from larger type t"
> trace:d3dx:d3dx9_base_effect_init "o smaller, possible loss of data"
> trace:d3dx:d3dx9_base_effect_init "StaticMesh.fx(484,39): warning X3206:
> implicit truncation of vector type"
>
>
> Hers is the output from your patch. The first too lines are warnings are
> split across trace statement. Should we use a larger number to attempt
> to have each error/warning on one line.

Well, that was the point. We could certainly raise the number of
characters per line from 80, which I chose arbitrarily, but there can
always be a message longer than the (reasonable) limit whatever the
value we end up picking.
In this case we would need ~120, which seems a bit too much for my taste.



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