This makes it easier to "unwind" through the CS thread when debugging.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/wined3d/cs.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 2c94b7aed76..a149de8d628 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -3303,6 +3303,7 @@ static void wined3d_cs_queue_submit(struct wined3d_cs_queue *queue, struct wined size_t packet_size;
packet = (struct wined3d_cs_packet *)&queue->data[queue->head]; + TRACE("Queuing op %s at %p.\n", debug_cs_op(*(const enum wined3d_cs_op *)packet->data), packet); packet_size = FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]); InterlockedExchange(&queue->head, (queue->head + packet_size) & (WINED3D_CS_QUEUE_SIZE - 1));
@@ -3517,7 +3518,7 @@ static DWORD WINAPI wined3d_cs_run(void *ctx) { opcode = *(const enum wined3d_cs_op *)packet->data;
- TRACE("Executing %s.\n", debug_cs_op(opcode)); + TRACE("Executing %s at %p.\n", debug_cs_op(opcode), packet); if (opcode >= WINED3D_CS_OP_STOP) { if (opcode > WINED3D_CS_OP_STOP) @@ -3528,7 +3529,7 @@ static DWORD WINAPI wined3d_cs_run(void *ctx) wined3d_cs_command_lock(cs); wined3d_cs_op_handlers[opcode](cs, packet->data); wined3d_cs_command_unlock(cs); - TRACE("%s executed.\n", debug_cs_op(opcode)); + TRACE("%s at %p executed.\n", debug_cs_op(opcode), packet); }
tail += FIELD_OFFSET(struct wined3d_cs_packet, data[packet->size]);