[PATCH 3/5] wined3d: checkGLcall() doesn't need a \n.

Henri Verbeet hverbeet at codeweavers.com
Tue Jul 7 04:08:02 CDT 2009


---
 dlls/wined3d/arb_program_shader.c    |   10 +++++-----
 dlls/wined3d/context.c               |    4 ++--
 dlls/wined3d/directx.c               |   14 +++++++-------
 dlls/wined3d/drawprim.c              |   14 +++++++-------
 dlls/wined3d/glsl_shader.c           |    2 +-
 dlls/wined3d/nvidia_texture_shader.c |    3 +--
 dlls/wined3d/query.c                 |    4 ++--
 dlls/wined3d/surface.c               |    4 ++--
 8 files changed, 27 insertions(+), 28 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 9443fb4..16adc71 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -449,7 +449,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
         }
     }
-    checkGLcall("Load bumpmap consts\n");
+    checkGLcall("Load bumpmap consts");
 
     if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
     {
@@ -464,7 +464,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
         val[2] = 1.0f;
         val[3] = 0.0f;
         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
-        checkGLcall("y correction loading\n");
+        checkGLcall("y correction loading");
     }
 
     if(gl_shader->num_int_consts == 0) return;
@@ -482,7 +482,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
         }
     }
-    checkGLcall("Load ps int consts\n");
+    checkGLcall("Load ps int consts");
 }
 
 /* GL locking is done by the caller. */
@@ -514,7 +514,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
         }
     }
-    checkGLcall("Load vs int consts\n");
+    checkGLcall("Load vs int consts");
 }
 
 /**
@@ -6054,7 +6054,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
-    checkGLcall("Delete yuv programs\n");
+    checkGLcall("Delete yuv programs");
     LEAVE_GL();
 }
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 20c861e..08e3d16 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1045,7 +1045,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
         for(s = 1; s < GL_LIMITS(textures); s++) {
             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
             glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
-            checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
+            checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
         }
     }
     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
@@ -1070,7 +1070,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
     for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
         glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
-        checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
+        checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
     }
     LEAVE_GL();
 
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 47e40c7..5eacdfd 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -443,7 +443,7 @@ static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
 
     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
-    checkGLcall("ARB vp offset limit test cleanup\n");
+    checkGLcall("ARB vp offset limit test cleanup");
 
     return ret;
 }
@@ -544,26 +544,26 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
-    checkGLcall("Specifying the PBO test texture\n");
+    checkGLcall("Specifying the PBO test texture");
 
     GL_EXTCALL(glGenBuffersARB(1, &pbo));
     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
-    checkGLcall("Specifying the PBO test pbo\n");
+    checkGLcall("Specifying the PBO test pbo");
 
     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
-    checkGLcall("Loading the PBO test texture\n");
+    checkGLcall("Loading the PBO test texture");
 
     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
     glFinish(); /* just to be sure */
 
     memset(check, 0, sizeof(check));
     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
-    checkGLcall("Reading back the PBO test texture\n");
+    checkGLcall("Reading back the PBO test texture");
 
     glDeleteTextures(1, &texture);
     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
-    checkGLcall("PBO test cleanup\n");
+    checkGLcall("PBO test cleanup");
 
     LEAVE_GL();
 
@@ -1471,7 +1471,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     {
         gl_info->max_point_sprite_units = 0;
     }
-    checkGLcall("extension detection\n");
+    checkGLcall("extension detection");
 
     /* In some cases the number of texture stages can be larger than the number
      * of samplers. The GF4 for example can use only 2 samplers (no fragment
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index d92e56b..c183328 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -853,21 +853,21 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
         glLightfv(GL_LIGHT0, GL_AMBIENT, black);
         glLightfv(GL_LIGHT0, GL_POSITION, red);
         glEnable(GL_LIGHT0);
-        checkGLcall("Setting up light 1\n");
+        checkGLcall("Setting up light 1");
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
         glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
         glLightfv(GL_LIGHT1, GL_SPECULAR, black);
         glLightfv(GL_LIGHT1, GL_AMBIENT, black);
         glLightfv(GL_LIGHT1, GL_POSITION, green);
         glEnable(GL_LIGHT1);
-        checkGLcall("Setting up light 2\n");
+        checkGLcall("Setting up light 2");
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
         glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
         glLightfv(GL_LIGHT2, GL_SPECULAR, black);
         glLightfv(GL_LIGHT2, GL_AMBIENT, black);
         glLightfv(GL_LIGHT2, GL_POSITION, blue);
         glEnable(GL_LIGHT2);
-        checkGLcall("Setting up light 3\n");
+        checkGLcall("Setting up light 3");
 
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
@@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
-        checkGLcall("Setting up materials\n");
+        checkGLcall("Setting up materials");
     }
 
     /* Enable the needed maps.
@@ -934,7 +934,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
     glRenderMode(GL_FEEDBACK);
 
     glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
-    checkGLcall("glEvalMesh2\n");
+    checkGLcall("glEvalMesh2");
 
     i = glRenderMode(GL_RENDER);
     if(i == -1) {
@@ -1005,12 +1005,12 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
         glLightfv(GL_LIGHT0, GL_POSITION, x);
         glLightfv(GL_LIGHT1, GL_POSITION, y);
         glLightfv(GL_LIGHT2, GL_POSITION, z);
-        checkGLcall("Setting up reverse light directions\n");
+        checkGLcall("Setting up reverse light directions");
 
         glRenderMode(GL_FEEDBACK);
         checkGLcall("glRenderMode(GL_FEEDBACK)");
         glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
-        checkGLcall("glEvalMesh2\n");
+        checkGLcall("glEvalMesh2");
         i = glRenderMode(GL_RENDER);
         checkGLcall("glRenderMode(GL_RENDER)");
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1c0d24a..983efb6 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3668,7 +3668,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
     }
-    checkGLcall("Hardcoding local constants\n");
+    checkGLcall("Hardcoding local constants");
 }
 
 /* GL locking is done by the caller */
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index 09ecba0..14a758f 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -448,8 +448,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
                   stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
     }
 
-    checkGLcall("set_tex_op_nvrc()\n");
-
+    checkGLcall("set_tex_op_nvrc()");
 }
 
 
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 3a26345..6627223 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -348,7 +348,7 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
     ENTER_GL();
 
     GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
-    checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)\n");
+    checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
     TRACE("(%p) : available %d.\n", This, available);
 
     if (available)
@@ -356,7 +356,7 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
         if (data)
         {
             GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_ARB, &samples));
-            checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)\n");
+            checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
             TRACE("(%p) : Returning %d samples.\n", This, samples);
             *data = samples;
         }
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index a90a43f..6909627 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3182,7 +3182,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
 
     if(noBackBufferBackup) {
         glGenTextures(1, &backup);
-        checkGLcall("glGenTextures\n");
+        checkGLcall("glGenTextures");
         glBindTexture(GL_TEXTURE_2D, backup);
         checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
         texture_target = GL_TEXTURE_2D;
@@ -3801,7 +3801,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
                 glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
             else
                 glAlphaFunc(GL_NOTEQUAL, 0.0f);
-            checkGLcall("glAlphaFunc\n");
+            checkGLcall("glAlphaFunc");
         } else {
             glDisable(GL_ALPHA_TEST);
             checkGLcall("glDisable GL_ALPHA_TEST");
-- 
1.6.0.6




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