Module: wine Branch: master Commit: 35979b920a4ba395cea52fe4c4bac581b0b10f97 URL: http://source.winehq.org/git/wine.git/?a=commit;h=35979b920a4ba395cea52fe4c4...
Author: Alexander Dorofeyev alexd4@inbox.lv Date: Sat Apr 19 00:42:03 2008 +0300
wined3d: Prevent console spamming in drawPrimitive.
---
dlls/wined3d/drawprim.c | 24 +++++++++++++++++++++--- 1 files changed, 21 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 77b396a..559159d 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -1062,14 +1062,26 @@ void drawPrimitive(IWineD3DDevice *iface, if(!use_vs(This)) { if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials && This->stateBlock->renderState[WINED3DRS_LIGHTING]) { - FIXME("Using software emulation because not all material properties could be tracked\n"); + static BOOL first = TRUE; + if(first) { + FIXME("Using software emulation because not all material properties could be tracked\n"); + first = FALSE; + } else { + TRACE("Using software emulation because not all material properties could be tracked\n"); + } emulation = TRUE; } else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) { /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte * to a float in the vertex buffer */ - FIXME("Using software emulation because manual fog coordinates are provided\n"); + static BOOL first = TRUE; + if(first) { + FIXME("Using software emulation because manual fog coordinates are provided\n"); + first = FALSE; + } else { + TRACE("Using software emulation because manual fog coordinates are provided\n"); + } emulation = TRUE; }
@@ -1083,7 +1095,13 @@ void drawPrimitive(IWineD3DDevice *iface, if (This->useDrawStridedSlow || emulation) { /* Immediate mode drawing */ if(use_vs(This)) { - FIXME("Using immediate mode with vertex shaders for half float emulation\n"); + static BOOL first = TRUE; + if(first) { + FIXME("Using immediate mode with vertex shaders for half float emulation\n"); + first = FALSE; + } else { + TRACE("Using immediate mode with vertex shaders for half float emulation\n"); + } drawStridedSlowVs(iface, strided, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx, StartVertexIndex); } else {