wined3d: Filter out some shader compilation spam.
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6e76cc7622
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@ -56,6 +56,14 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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int infologLength = 0;
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int infologLength = 0;
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char *infoLog;
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char *infoLog;
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int i;
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BOOL is_spam;
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const char *spam[] = {
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"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader(s) linked, vertex shader(s) linked." /* fglrx, no \n */
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};
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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GL_OBJECT_INFO_LOG_LENGTH_ARB,
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GL_OBJECT_INFO_LOG_LENGTH_ARB,
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@ -67,7 +75,19 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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{
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{
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infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
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infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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is_spam = FALSE;
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for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
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if(strcmp(infoLog, spam[i]) == 0) {
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is_spam = TRUE;
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break;
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}
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}
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if(is_spam) {
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TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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} else {
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FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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}
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HeapFree(GetProcessHeap(), 0, infoLog);
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HeapFree(GetProcessHeap(), 0, infoLog);
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}
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}
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}
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}
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