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

Zebediah Figura zfigura at codeweavers.com
Thu May 12 11:56:58 CDT 2022


On 5/12/22 11:47, Matteo Bruni wrote:
> 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).

I'll admit, I'm not personally very opposed to that either. In the one 
place it's easier to type "VKD3D_DEBUG=+d3d12,+spirv" than 
"VKD3D_DEBUG=+d3d12 VKD3D_SHADER_DEBUG=+spirv". But I also haven't done 
much d3d12 debugging.



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