From 32fd8f21300bce7b9cae574eab0fbdd9b94af582 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 7 Jul 2009 11:08:02 +0200 Subject: [PATCH] wined3d: checkGLcall() doesn't need a \n. --- dlls/wined3d/arb_program_shader.c | 10 +++++----- dlls/wined3d/context.c | 4 ++-- dlls/wined3d/directx.c | 14 +++++++------- dlls/wined3d/drawprim.c | 14 +++++++------- dlls/wined3d/glsl_shader.c | 2 +- dlls/wined3d/nvidia_texture_shader.c | 3 +-- dlls/wined3d/query.c | 4 ++-- dlls/wined3d/surface.c | 4 ++-- 8 files changed, 27 insertions(+), 28 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 9443fb459a9..16adc71f7ef 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -449,7 +449,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale)); } } - checkGLcall("Load bumpmap consts\n"); + checkGLcall("Load bumpmap consts"); if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED) { @@ -464,7 +464,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) val[2] = 1.0f; val[3] = 0.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val)); - checkGLcall("y correction loading\n"); + checkGLcall("y correction loading"); } if(gl_shader->num_int_consts == 0) return; @@ -482,7 +482,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val)); } } - checkGLcall("Load ps int consts\n"); + checkGLcall("Load ps int consts"); } /* GL locking is done by the caller. */ @@ -514,7 +514,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl) GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); } } - checkGLcall("Load vs int consts\n"); + checkGLcall("Load vs int consts"); } /** @@ -6054,7 +6054,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) { GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader)); GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader)); - checkGLcall("Delete yuv programs\n"); + checkGLcall("Delete yuv programs"); LEAVE_GL(); } diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 20c861e78e3..08e3d16779a 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1045,7 +1045,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar for(s = 1; s < GL_LIMITS(textures); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); - checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n"); + checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."); } } if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { @@ -1070,7 +1070,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar for(s = 0; s < GL_LIMITS(point_sprite_units); s++) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s)); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); - checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"); + checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"); } LEAVE_GL(); diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 47e40c7e914..5eacdfd735a 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -443,7 +443,7 @@ static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info) GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); - checkGLcall("ARB vp offset limit test cleanup\n"); + checkGLcall("ARB vp offset limit test cleanup"); return ret; } @@ -544,26 +544,26 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); - checkGLcall("Specifying the PBO test texture\n"); + checkGLcall("Specifying the PBO test texture"); GL_EXTCALL(glGenBuffersARB(1, &pbo)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo)); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB)); - checkGLcall("Specifying the PBO test pbo\n"); + checkGLcall("Specifying the PBO test pbo"); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); - checkGLcall("Loading the PBO test texture\n"); + checkGLcall("Loading the PBO test texture"); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); glFinish(); /* just to be sure */ memset(check, 0, sizeof(check)); glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); - checkGLcall("Reading back the PBO test texture\n"); + checkGLcall("Reading back the PBO test texture"); glDeleteTextures(1, &texture); GL_EXTCALL(glDeleteBuffersARB(1, &pbo)); - checkGLcall("PBO test cleanup\n"); + checkGLcall("PBO test cleanup"); LEAVE_GL(); @@ -1471,7 +1471,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { { gl_info->max_point_sprite_units = 0; } - checkGLcall("extension detection\n"); + checkGLcall("extension detection"); /* In some cases the number of texture stages can be larger than the number * of samplers. The GF4 for example can use only 2 samplers (no fragment diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index d92e56b12ef..c183328ee68 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -853,21 +853,21 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, glLightfv(GL_LIGHT0, GL_AMBIENT, black); glLightfv(GL_LIGHT0, GL_POSITION, red); glEnable(GL_LIGHT0); - checkGLcall("Setting up light 1\n"); + checkGLcall("Setting up light 1"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1)); glLightfv(GL_LIGHT1, GL_DIFFUSE, green); glLightfv(GL_LIGHT1, GL_SPECULAR, black); glLightfv(GL_LIGHT1, GL_AMBIENT, black); glLightfv(GL_LIGHT1, GL_POSITION, green); glEnable(GL_LIGHT1); - checkGLcall("Setting up light 2\n"); + checkGLcall("Setting up light 2"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2)); glLightfv(GL_LIGHT2, GL_DIFFUSE, blue); glLightfv(GL_LIGHT2, GL_SPECULAR, black); glLightfv(GL_LIGHT2, GL_AMBIENT, black); glLightfv(GL_LIGHT2, GL_POSITION, blue); glEnable(GL_LIGHT2); - checkGLcall("Setting up light 3\n"); + checkGLcall("Setting up light 3"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX)); @@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white); - checkGLcall("Setting up materials\n"); + checkGLcall("Setting up materials"); } /* Enable the needed maps. @@ -934,7 +934,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, glRenderMode(GL_FEEDBACK); glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); - checkGLcall("glEvalMesh2\n"); + checkGLcall("glEvalMesh2"); i = glRenderMode(GL_RENDER); if(i == -1) { @@ -1005,12 +1005,12 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z); - checkGLcall("Setting up reverse light directions\n"); + checkGLcall("Setting up reverse light directions"); glRenderMode(GL_FEEDBACK); checkGLcall("glRenderMode(GL_FEEDBACK)"); glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1])); - checkGLcall("glEvalMesh2\n"); + checkGLcall("glEvalMesh2"); i = glRenderMode(GL_RENDER); checkGLcall("glRenderMode(GL_RENDER)"); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 1c0d24a03ed..983efb650da 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3668,7 +3668,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value)); } - checkGLcall("Hardcoding local constants\n"); + checkGLcall("Hardcoding local constants"); } /* GL locking is done by the caller */ diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 09ecba063a9..14a758fb2f6 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -448,8 +448,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx); } - checkGLcall("set_tex_op_nvrc()\n"); - + checkGLcall("set_tex_op_nvrc()"); } diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c index 3a263455c94..6627223930c 100644 --- a/dlls/wined3d/query.c +++ b/dlls/wined3d/query.c @@ -348,7 +348,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, ENTER_GL(); GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available)); - checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)\n"); + checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)"); TRACE("(%p) : available %d.\n", This, available); if (available) @@ -356,7 +356,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, if (data) { GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_ARB, &samples)); - checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)\n"); + checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)"); TRACE("(%p) : Returning %d samples.\n", This, samples); *data = samples; } diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index a90a43feddf..6909627c390 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -3182,7 +3182,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine if(noBackBufferBackup) { glGenTextures(1, &backup); - checkGLcall("glGenTextures\n"); + checkGLcall("glGenTextures"); glBindTexture(GL_TEXTURE_2D, backup); checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)"); texture_target = GL_TEXTURE_2D; @@ -3801,7 +3801,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f); else glAlphaFunc(GL_NOTEQUAL, 0.0f); - checkGLcall("glAlphaFunc\n"); + checkGLcall("glAlphaFunc"); } else { glDisable(GL_ALPHA_TEST); checkGLcall("glDisable GL_ALPHA_TEST");