wined3d: Remove '\0's in traces.

This commit is contained in:
Francois Gouget 2006-10-15 17:06:44 +02:00 committed by Alexandre Julliard
parent 9a13344129
commit 8e1e62616a
2 changed files with 4 additions and 4 deletions

View File

@ -860,7 +860,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
else
shader_addline(&buffer, "gl_FragColor = R0;\n");
}
shader_addline(&buffer, "}\n\0");
shader_addline(&buffer, "}\n");
TRACE("Compiling shader object %u\n", shader_obj);
GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
@ -891,7 +891,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0))
shader_addline(&buffer, "MOV result.color, R0;\n");
shader_addline(&buffer, "END\n\0");
shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));

View File

@ -750,7 +750,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
*/
shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
shader_addline(&buffer, "}\n\0");
shader_addline(&buffer, "}\n");
TRACE("Compiling shader object %u\n", shader_obj);
GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer.buffer, NULL));
@ -803,7 +803,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
shader_addline(&buffer, "END\n\0");
shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));