wined3d: Extend out anti-spam database a bit.
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@ -62,7 +62,10 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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const char *spam[] = {
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"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader(s) linked, vertex shader(s) linked." /* fglrx, no \n */
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"Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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"Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
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"Fragment shader(s) linked, no vertex shader(s) defined." /* fglrx, no \n */
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};
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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@ -73,7 +76,10 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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* that if there are errors. */
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if (infologLength > 1)
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{
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infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
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/* Fglrx doesn't terminate the string properly, but it tells us the proper length.
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* So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
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*/
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infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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is_spam = FALSE;
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