[PATCH 2/5] d3d10: Use debugstr_a() on variable names in parse_fx10_object().

Henri Verbeet hverbeet at codeweavers.com
Tue Sep 18 15:13:56 CDT 2012


---
 dlls/d3d10/effect.c |    4 ++--
 1 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c
index 6d1337b..e2a4744 100644
--- a/dlls/d3d10/effect.c
+++ b/dlls/d3d10/effect.c
@@ -1297,7 +1297,7 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
 
         case D3D10_EOO_PARSED_OBJECT:
             /* This is a local object, we've parsed in parse_fx10_local_object. */
-            TRACE("Shader = %s.\n", data + offset);
+            TRACE("Variable name %s.\n", debugstr_a(data + offset));
 
             o->data = e->lpVtbl->GetVariableByName(e, data + offset);
             hr = S_OK;
@@ -1308,7 +1308,7 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
             data_ptr = data + offset;
             read_dword(&data_ptr, &offset);
             read_dword(&data_ptr, &o->index);
-            TRACE("Shader = %s[%u].\n", data + offset, o->index);
+            TRACE("Variable name %s[%u].\n", debugstr_a(data + offset), o->index);
 
             o->data = e->lpVtbl->GetVariableByName(e, data + offset);
             hr = S_OK;
-- 
1.7.8.6




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