wined3d: Filter out some shader compilation spam.

This commit is contained in:
Stefan Dösinger 2007-12-15 11:43:51 +01:00 committed by Alexandre Julliard
parent 6e76cc7622
commit 88f746ab0e
1 changed files with 21 additions and 1 deletions

View File

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