[3/4] wined3d: The default debug channel for arb_program_shader.c &
glsl_shader.c already is d3d_shader
H. Verbeet
hverbeet at gmail.com
Wed Dec 27 20:13:57 CST 2006
The default debug channel for arb_program_shader.c & glsl_shader.c is
d3d_shader, so TRACE_(d3d_shader)() is redundant.
Changelog:
- The default debug channel for arb_program_shader.c & glsl_shader.c
already is d3d_shader
-------------- next part --------------
---
dlls/wined3d/arb_program_shader.c | 4 ++--
dlls/wined3d/glsl_shader.c | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index b4aa371..658552f 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -996,7 +996,7 @@ static void shader_arb_select(IWineD3DDe
/* Enable OpenGL vertex programs */
glEnable(GL_VERTEX_PROGRAM_ARB);
checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
- TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
+ TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
}
@@ -1011,7 +1011,7 @@ static void shader_arb_select(IWineD3DDe
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
- TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
+ TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
}
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index fe0bb65..fb7fa4d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -66,7 +66,7 @@ void shader_glsl_load_psamplers(
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
- TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i);
+ TRACE("Loading %s for texture %d\n", sampler_name, i);
GL_EXTCALL(glUniform1iARB(name_loc, i));
checkGLcall("glUniform1iARB");
}
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