[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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