From a22933e08ecccf7e4d461ef9cec0d8e0f73e0338 Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Thu, 28 Dec 2006 03:13:57 +0100 Subject: [PATCH] wined3d: The default debug channel for arb_program_shader.c & glsl_shader.c already is d3d_shader. --- dlls/wined3d/arb_program_shader.c | 4 ++-- dlls/wined3d/glsl_shader.c | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index b4aa371adfb..658552f81f4 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -996,7 +996,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { /* Enable OpenGL vertex programs */ glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); - TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", + TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId); } @@ -1011,7 +1011,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { /* Enable OpenGL fragment programs */ glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); - TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", + TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId); } } diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7d95c51cd99..fc60c392b5a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -66,7 +66,7 @@ void shader_glsl_load_psamplers( snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); if (name_loc != -1) { - TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i); + TRACE("Loading %s for texture %d\n", sampler_name, i); GL_EXTCALL(glUniform1iARB(name_loc, i)); checkGLcall("glUniform1iARB"); }