diff --git a/panda/src/dxgsg9/dxShaderContext9.cxx b/panda/src/dxgsg9/dxShaderContext9.cxx index d5a0e1f49f..73ac7440f0 100644 --- a/panda/src/dxgsg9/dxShaderContext9.cxx +++ b/panda/src/dxgsg9/dxShaderContext9.cxx @@ -37,10 +37,14 @@ static char *hlsl_vertex_shader_function_name = "vshader"; static char *hlsl_pixel_shader_function_name = "fshader"; void print_string (char *string) { - dxgsg9_cat.error() << string; + DBG_HLSL + dxgsg9_cat.debug() << string; + DBG_E } void print_return (void) { - dxgsg9_cat.error() << "\n"; + DBG_HLSL + dxgsg9_cat.debug() << "\n"; + DBG_E } int __dx_verify (HRESULT result, char *file, int line) { @@ -149,8 +153,7 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi shader_state = TRUE; } } - else - { + else { if (dx_verify ( D3DXCompileShaderFromFile ( @@ -169,20 +172,17 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi } } - if (DISASSEMBLE_SHADER && shader) - { + if (DISASSEMBLE_SHADER && shader) { disassemble_shader (shader); } } - else - { + else { if (dx_verify (D3DXAssembleShaderFromFile (file_path, defines, include, flags, &shader, &error_messages))) { shader_state = TRUE; } } - if (shader_state) - { + if (shader_state) { shader_state = FALSE; if (vertex_shader) { DWORD *buffer; @@ -207,8 +207,7 @@ DIRECT_3D_SHADER compile_shader (int hlsl, int vertex_shader, char *shader_profi } } } - else - { + else { if (dx_verify (direct_3d_device -> CreatePixelShader ((DWORD *) shader -> GetBufferPointer ( ), &direct_3d_pixel_shader))) { shader_state = TRUE; } @@ -257,8 +256,7 @@ void set_dx_shader_parameter_float (DX_PARAMETER *dx_parameter, const float *dat if (dx_parameter) { int index; - for (index = 0; index < dx_parameter -> total_constant_descriptions; index++) - { + for (index = 0; index < dx_parameter -> total_constant_descriptions; index++) { D3DXCONSTANT_DESC *constant_description; constant_description = &dx_parameter -> constant_description_array [index]; @@ -1565,10 +1563,7 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg) // This can be done since a vertex shader has a well defined input. // Later when the vertex buffer is applied the offsets will // be properly mapped. - if (_vertex_element_array == 0) { - -if (_cg_shader) -{ + if (_vertex_element_array == 0 && _cg_shader) { const GeomVertexArrayData *array_data; Geom::NumericType numeric_type; int start, stride, num_values; @@ -1764,7 +1759,6 @@ if (_cg_shader) dxgsg9_cat.error ( ) << "VertexElementArray creation failed\n"; delete vertex_element_array; } -} } } #endif // HAVE_CGDX9