wined3d: Prevent console spamming in drawPrimitive.
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@ -1062,14 +1062,26 @@ void drawPrimitive(IWineD3DDevice *iface,
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if(!use_vs(This)) {
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if(!use_vs(This)) {
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if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
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if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
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This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
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This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
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FIXME("Using software emulation because not all material properties could be tracked\n");
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static BOOL first = TRUE;
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if(first) {
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FIXME("Using software emulation because not all material properties could be tracked\n");
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first = FALSE;
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} else {
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TRACE("Using software emulation because not all material properties could be tracked\n");
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}
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emulation = TRUE;
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emulation = TRUE;
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}
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}
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else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
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else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
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/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
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/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
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* to a float in the vertex buffer
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* to a float in the vertex buffer
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*/
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*/
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FIXME("Using software emulation because manual fog coordinates are provided\n");
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static BOOL first = TRUE;
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if(first) {
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FIXME("Using software emulation because manual fog coordinates are provided\n");
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first = FALSE;
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} else {
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TRACE("Using software emulation because manual fog coordinates are provided\n");
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}
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emulation = TRUE;
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emulation = TRUE;
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}
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}
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@ -1083,7 +1095,13 @@ void drawPrimitive(IWineD3DDevice *iface,
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if (This->useDrawStridedSlow || emulation) {
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if (This->useDrawStridedSlow || emulation) {
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/* Immediate mode drawing */
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/* Immediate mode drawing */
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if(use_vs(This)) {
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if(use_vs(This)) {
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FIXME("Using immediate mode with vertex shaders for half float emulation\n");
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static BOOL first = TRUE;
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if(first) {
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FIXME("Using immediate mode with vertex shaders for half float emulation\n");
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first = FALSE;
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} else {
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TRACE("Using immediate mode with vertex shaders for half float emulation\n");
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}
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drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
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drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType,
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idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
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idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
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} else {
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} else {
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