[PATCH vkd3d 6/6] vkd3d-common: Rework debug infrastructure.

Giovanni Mascellani gmascellani at codeweavers.com
Thu May 12 09:12:36 CDT 2022


Hi,

Il 12/05/22 15:57, Henri Verbeet ha scritto:
> I can't say I like this solution. In particular, sprinkling
> VKD3D_DEBUG_ENV_NAME through the source seems undesirable. It should
> be possible to do this in a way that allows defining the environment
> variable only once per module. Separately, for the Wine integration, I
> think it would make more sense to integrate with Wine's debug
> facilities, so that e.g. WINEDEBUG=+d3d_shader and WINEDEBUG=+d3d12
> simply do the right thing.

As I see it, it's not very different from having a 
WINE_DEFAULT_DEBUG_CHANNEL in each file, just as we do with Wine. 
Actually, my suggestion would be to really transition to that model, 
which is more flexible (there can be more than one debug channel per 
file). And I would also like to have a single environment variable from 
which you can control all the flags.

Giovanni.



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