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>
This commit is contained in:
Zebediah Figura 2022-03-10 17:07:06 -06:00 committed by Alexandre Julliard
parent 253b1325b4
commit 94c08e6dd1
1 changed files with 2 additions and 1 deletions

View File

@ -1080,6 +1080,7 @@ static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct
*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
wined3d_device_gl_allocator_unlock(device_gl);
TRACE("Allocated offset %Iu from buffer object %u.\n", block->offset, *id);
return block;
}
@ -1144,6 +1145,7 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
checkGLcall("buffer object creation");
return false;
}
TRACE("Created buffer object %u.\n", id);
wined3d_context_gl_bind_bo(context_gl, binding, id);
if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
@ -1158,7 +1160,6 @@ bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct win
checkGLcall("buffer object creation");
}
TRACE("Created buffer object %u.\n", id);
bo->id = id;
bo->memory = memory;
bo->size = size;