wined3d: Extend out anti-spam database a bit.

oldstable
Stefan Dösinger 2008-02-10 16:43:24 +01:00 committed by Alexandre Julliard
parent 9717113fcb
commit b1e1df5117
1 changed files with 8 additions and 2 deletions

View File

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