d3d8: Display FIXME only once in ValidatePixelShader and ValidateVertexShader.

This commit is contained in:
Christian Costa 2010-02-19 15:37:23 +01:00 committed by Alexandre Julliard
parent 27e9b5bdb4
commit 11a015070c

View file

@ -79,7 +79,12 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
{
HRESULT ret;
FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
warned = TRUE;
}
if (!vertexshader)
return E_FAIL;
@ -109,7 +114,12 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
{
HRESULT ret;
FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
warned = TRUE;
}
if (!pixelshader)
return E_FAIL;