wined3d: The default debug channel for arb_program_shader.c & glsl_shader.c already is d3d_shader.
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c972351051
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@ -996,7 +996,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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/* Enable OpenGL vertex programs */
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/* Enable OpenGL vertex programs */
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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TRACE_(d3d_shader)("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
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TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n",
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This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
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This, ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId);
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}
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}
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@ -1011,7 +1011,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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/* Enable OpenGL fragment programs */
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/* Enable OpenGL fragment programs */
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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TRACE_(d3d_shader)("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
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TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n",
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This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
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This, ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId);
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}
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}
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}
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}
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@ -66,7 +66,7 @@ void shader_glsl_load_psamplers(
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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if (name_loc != -1) {
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TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i);
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TRACE("Loading %s for texture %d\n", sampler_name, i);
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GL_EXTCALL(glUniform1iARB(name_loc, i));
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GL_EXTCALL(glUniform1iARB(name_loc, i));
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checkGLcall("glUniform1iARB");
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checkGLcall("glUniform1iARB");
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}
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}
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