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

Matteo Bruni matteo.mystral at gmail.com
Thu May 12 11:47:45 CDT 2022


On Thu, May 12, 2022 at 6:45 PM Henri Verbeet <hverbeet at gmail.com> wrote:
>
> On Thu, 12 May 2022 at 18:34, Zebediah Figura <zfigura at codeweavers.com> wrote:
> > I don't think that defining the environment variable looks right either,
> > but on the other hand I'd like to see multiple channels per module be
> > allowed, along the lines of Wine. E.g. it'd be nice to separate dxbc,
> > spirv, hlsl, preproc. I think that necessitates defining *something* per
> > file.
>
> Sure, I could see the case for separate debug channels. That seems
> somewhat orthogonal though. I.e., right now, if we wanted to add
> different channels, those would likely end up being in addition to the
> VKD3D_DEBUG_ENV_NAME lines introduced by this patch.

It's a bit verbose but it doesn't look too terrible to me (although
I'm still modifying stuff and I might change my opinion).
The alternative is to embrace the change in Wine's copy and just use
VKD3D_DEBUG everywhere, with the understanding that we're making a
break with the past (and probably hardcoding the environment variable
name... more than it already was).



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