wined3d: Trace output corrections and cleanups.

This commit is contained in:
Phil Costin 2006-05-18 18:21:00 +01:00 committed by Alexandre Julliard
parent b564ef5b03
commit df3902e6c1
2 changed files with 10 additions and 10 deletions

View File

@ -1969,11 +1969,11 @@ UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showfixmes = TRUE; static BOOL showfixmes = TRUE;
if (showfixmes) { if (showfixmes) {
FIXME("(%p) : stub, emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)), FIXME("(%p) : stub, emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024))); ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
showfixmes = FALSE; showfixmes = FALSE;
} }
TRACE("(%p) : emulating %dMib for now, returning %dMib\n", This, (emulated_textureram/(1024*1024)), TRACE("(%p) : emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024))); ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
/* videomemory is simulated videomemory + AGP memory left */ /* videomemory is simulated videomemory + AGP memory left */
return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram); return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);

View File

@ -1680,17 +1680,17 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) &&
wined3d_settings.glslRequested && DeviceType != WINED3DDEVTYPE_REF) { wined3d_settings.glslRequested && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware Vertex Shaders versions 2.0+ enabled\n"); TRACE_(d3d_caps)("Hardware vertex shader versions 2.0+ enabled\n");
} else if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_VERTEX_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) { } else if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_VERTEX_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware Vertex Shader version 1.1 enabled\n"); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled\n");
} else if (wined3d_settings.vs_mode == VS_SW || DeviceType == WINED3DDEVTYPE_REF) { } else if (wined3d_settings.vs_mode == VS_SW || DeviceType == WINED3DDEVTYPE_REF) {
/* FIXME: Change the following line (when needed) to reflect the reported software vertex shader version implemented */ /* FIXME: Change the following line (when needed) to reflect the reported software vertex shader version implemented */
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Software Vertex Shader version 1.1 enabled\n"); TRACE_(d3d_caps)("Software vertex shader version 1.1 enabled\n");
} else { } else {
*pCaps->VertexShaderVersion = 0; *pCaps->VertexShaderVersion = 0;
TRACE_(d3d_caps)("Vertex Shader functionality not available\n"); TRACE_(d3d_caps)("Vertex shader functionality not available\n");
} }
if (This->gl_info.gl_vendor == VENDOR_MESA || This->gl_info.gl_vendor == VENDOR_WINE) { if (This->gl_info.gl_vendor == VENDOR_MESA || This->gl_info.gl_vendor == VENDOR_WINE) {
@ -1704,20 +1704,20 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
/* FIXME: The following line is card dependant. -1.0 to 1.0 is a safe default clamp range for now */ /* FIXME: The following line is card dependant. -1.0 to 1.0 is a safe default clamp range for now */
*pCaps->PixelShader1xMaxValue = 1.0; *pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders versions 2.0+ enabled\n"); TRACE_(d3d_caps)("Hardware pixel shader versions 2.0+ enabled\n");
} else if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) { } else if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); *pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0; *pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders version 1.4 enabled\n"); TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled\n");
/* FIXME: Uncomment this when there is support for software Pixel Shader 1.4 and PS_SW is defined /* FIXME: Uncomment this when there is support for software Pixel Shader 1.4 and PS_SW is defined
} else if (wined3d_settings.ps_mode == PS_SW || DeviceType == WINED3DDEVTYPE_REF) { } else if (wined3d_settings.ps_mode == PS_SW || DeviceType == WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); *pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0; *pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Software Pixel Shader version 1.4 enabled\n"); */ TRACE_(d3d_caps)("Software pixel shader version 1.4 enabled\n"); */
} else { } else {
*pCaps->PixelShaderVersion = 0; *pCaps->PixelShaderVersion = 0;
*pCaps->PixelShader1xMaxValue = 0.0; *pCaps->PixelShader1xMaxValue = 0.0;
TRACE_(d3d_caps)("Pixel Shader functionality not available\n"); TRACE_(d3d_caps)("Pixel shader functionality not available\n");
} }
/* ------------------------------------------------ /* ------------------------------------------------