wined3d: Use wined3d_get_line() in shader_glsl_dump_program_source().
Thereby removing the last user of get_info_log_line().
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2945180927
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eb31dcf04d
1 changed files with 10 additions and 22 deletions
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@ -484,22 +484,6 @@ static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
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shader_addline(buffer, ")");
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}
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static const char *get_info_log_line(const char **ptr)
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{
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const char *p, *q;
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p = *ptr;
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if (!(q = strstr(p, "\n")))
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{
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if (!*p) return NULL;
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*ptr += strlen(p);
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return p;
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}
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*ptr = q + 1;
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return p;
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}
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/* Context activation is done by the caller. */
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void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
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{
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@ -593,7 +577,7 @@ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_inf
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GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
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for (i = 0; i < shader_count; ++i)
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{
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const char *ptr, *line;
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const char *ptr, *end, *line;
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GLint tmp;
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GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
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@ -602,7 +586,7 @@ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_inf
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{
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heap_free(source);
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if (!(source = heap_alloc_zero(tmp)))
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if (!(source = heap_alloc(tmp)))
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{
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ERR("Failed to allocate %d bytes for shader source.\n", tmp);
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heap_free(shaders);
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@ -611,16 +595,20 @@ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_inf
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source_size = tmp;
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}
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GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
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ptr = source;
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end = &ptr[tmp - 1];
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FIXME("Shader %u:\n", shaders[i]);
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GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
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FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
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GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
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FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
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FIXME("\n");
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ptr = source;
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GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
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while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
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while ((line = wined3d_get_line(&ptr, end)))
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{
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FIXME(" %.*s", (int)(ptr - line), line);
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}
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FIXME("\n");
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}
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