diff --git a/include/boo/graphicsdev/wglew.h b/include/boo/graphicsdev/wglew.h index 7a9514f..e4efd84 100644 --- a/include/boo/graphicsdev/wglew.h +++ b/include/boo/graphicsdev/wglew.h @@ -71,6 +71,8 @@ # undef WIN32_LEAN_AND_MEAN #endif +#define GLEW_STATIC 1 + /* * GLEW_STATIC needs to be set when using the static version. * GLEW_BUILD is set when building the DLL version. diff --git a/lib/win/ApplicationWin32.cpp b/lib/win/ApplicationWin32.cpp index aea6643..109db3b 100644 --- a/lib/win/ApplicationWin32.cpp +++ b/lib/win/ApplicationWin32.cpp @@ -53,7 +53,7 @@ static bool FindBestD3DCompile() namespace boo { -static LogVisor::LogModule Log("ApplicationWin32"); +static LogVisor::LogModule Log("boo::ApplicationWin32"); IWindow* _WindowWin32New(const SystemString& title, Boo3DAppContext& d3dCtx); @@ -167,6 +167,7 @@ public: nullptr, __uuidof(ID3D12GraphicsCommandList), &m_3dCtx.m_ctx12.m_loadlist))) Log.report(LogVisor::FatalError, "unable to create loader list"); + Log.report(LogVisor::Info, "initialized D3D12 renderer"); return; } #endif @@ -201,6 +202,7 @@ public: /* Build default sampler here */ m_3dCtx.m_ctx11.m_dev->CreateSamplerState(&CD3D11_SAMPLER_DESC(D3D11_DEFAULT), &m_3dCtx.m_ctx11.m_ss); + Log.report(LogVisor::Info, "initialized D3D12 renderer"); return; } @@ -211,6 +213,7 @@ public: if (FAILED(hr)) Log.report(LogVisor::FatalError, "unable to create DXGI factory"); + Log.report(LogVisor::Info, "initialized OpenGL renderer"); return; } diff --git a/lib/win/WindowWin32.cpp b/lib/win/WindowWin32.cpp index 353f7cc..6a9ad0f 100644 --- a/lib/win/WindowWin32.cpp +++ b/lib/win/WindowWin32.cpp @@ -6,6 +6,7 @@ #include "boo/graphicsdev/D3D.hpp" #include "boo/graphicsdev/GL.hpp" +#include "boo/graphicsdev/glew.h" #include "boo/graphicsdev/wglew.h" static const int ContextAttribs[] = @@ -20,7 +21,7 @@ static const int ContextAttribs[] = namespace boo { -static LogVisor::LogModule Log("WindowWin32"); +static LogVisor::LogModule Log("boo::WindowWin32"); #if _WIN32_WINNT_WIN10 IGraphicsCommandQueue* _NewD3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent, ID3D12CommandQueue** cmdQueueOut);