wined3d: Trace GL buffer object creation more accurately.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1080,6 +1080,7 @@ static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct
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*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
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wined3d_device_gl_allocator_unlock(device_gl);
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TRACE("Allocated offset %Iu from buffer object %u.\n", block->offset, *id);
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return block;
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}
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@ -1144,6 +1145,7 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
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checkGLcall("buffer object creation");
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return false;
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}
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TRACE("Created buffer object %u.\n", id);
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wined3d_context_gl_bind_bo(context_gl, binding, id);
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if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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@ -1158,7 +1160,6 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
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checkGLcall("buffer object creation");
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}
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TRACE("Created buffer object %u.\n", id);
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bo->id = id;
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bo->memory = memory;
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bo->size = size;
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