[WINED3D] Cleanup: print constants in device code
Ivan Gyurdiev
ivg231 at gmail.com
Sun Jul 2 20:26:03 CDT 2006
The constant traces aren't detailed enough - I want to see each and
every constant as it is loaded.
This patch should not conflict with Jason's constants patch.
-------------- next part --------------
---
dlls/wined3d/device.c | 16 ++++++++++++++++
1 files changed, 16 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 087ba92..6b2ae6e 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4681,6 +4681,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
+ for (i = 0; i < cnt; i++)
+ TRACE("Set BOOL constant %u to %s\n", i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
@@ -4725,6 +4727,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
+ for (i = 0; i < cnt; i++)
+ TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", i,
+ srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
@@ -4769,6 +4774,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
+ for (i = 0; i < cnt; i++)
+ TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", i,
+ srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
@@ -4855,6 +4863,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
+ for (i = 0; i < cnt; i++)
+ TRACE("Set BOOL constant %u to %s\n", i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
@@ -4899,6 +4909,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
+ for (i = 0; i < cnt; i++)
+ TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", i,
+ srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
@@ -4943,6 +4956,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
+ for (i = 0; i < cnt; i++)
+ TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", i,
+ srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
--
1.4.0
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