Add and use DEBUG-conditional WriteLine methods
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46e744cd33
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@ -11,6 +11,7 @@ using System.IO;
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using System.Collections.Generic;
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using BizHawk.Bizware.BizwareGL;
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using BizHawk.Common;
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using OpenTK;
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using OpenTK.Graphics;
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@ -221,7 +222,7 @@ namespace BizHawk.Client.EmuHawk
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throw new InvalidOperationException($"Error creating pipeline (link status false returned from glLinkProgram): \r\n\r\n{resultLog}");
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else success = false;
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resultLog = GL.GetProgramInfoLog(pid);
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Console.WriteLine(resultLog);
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Util.DebugWriteLine(resultLog);
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}
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//need to work on validation. apparently there are some weird caveats to glValidate which make it complicated and possibly excuses (barely) the intel drivers' dysfunctional operation
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@ -1138,9 +1138,9 @@ namespace BizHawk.Client.EmuHawk
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}
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Console.WriteLine($"For emulator framebuffer {new Size(_currentVideoProvider.BufferWidth, _currentVideoProvider.BufferHeight)}:");
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Console.WriteLine($" For virtual size {new Size(_currentVideoProvider.VirtualWidth, _currentVideoProvider.VirtualHeight)}:");
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Console.WriteLine($" Selecting display size {lastComputedSize}");
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Util.DebugWriteLine($"For emulator framebuffer {new Size(_currentVideoProvider.BufferWidth, _currentVideoProvider.BufferHeight)}:");
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Util.DebugWriteLine($" For virtual size {new Size(_currentVideoProvider.VirtualWidth, _currentVideoProvider.VirtualHeight)}:");
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Util.DebugWriteLine($" Selecting display size {lastComputedSize}");
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// Change size
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Size = new Size(lastComputedSize.Width + borderWidth, lastComputedSize.Height + borderHeight);
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@ -156,7 +156,7 @@ namespace BizHawk.Client.EmuHawk
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afsfreq = 1000;
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tmethod = 0;
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}
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Console.WriteLine("throttle method: {0}; resolution: {1}", tmethod, afsfreq);
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Util.DebugWriteLine("throttle method: {0}; resolution: {1}", tmethod, afsfreq);
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tfreq = afsfreq * 65536;
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}
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using System.Linq;
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@ -21,6 +22,22 @@ namespace BizHawk.Common
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}
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}
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/// <summary>equivalent to <see cref="Console.WriteLine()">Console.WriteLine</see> but is <c>#ifdef DEBUG</c></summary>
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[Conditional("DEBUG")]
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public static void DebugWriteLine() => Console.WriteLine();
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/// <summary>equivalent to <see cref="Console.WriteLine(string)">Console.WriteLine</see> but is <c>#ifdef DEBUG</c></summary>
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[Conditional("DEBUG")]
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public static void DebugWriteLine(string value) => Console.WriteLine(value);
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/// <summary>equivalent to <see cref="Console.WriteLine(object)">Console.WriteLine</see> but is <c>#ifdef DEBUG</c></summary>
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[Conditional("DEBUG")]
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public static void DebugWriteLine(object value) => Console.WriteLine(value);
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/// <summary>equivalent to <see cref="Console.WriteLine(string, object[])">Console.WriteLine</see> but is <c>#ifdef DEBUG</c></summary>
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[Conditional("DEBUG")]
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public static void DebugWriteLine(string format, params object[] arg) => Console.WriteLine(format, arg);
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/// <exception cref="InvalidOperationException">issues with parsing <paramref name="src"/></exception>
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/// <remarks>TODO use <see cref="MemoryStream(int)"/> and <see cref="MemoryStream.ToArray"/> instead of using <see cref="MemoryStream(byte[])"/> and keeping a reference to the array? --yoshi</remarks>
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public static byte[] DecompressGzipFile(Stream src)
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@ -168,7 +168,7 @@ namespace BizHawk.Emulation.Common
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var stopwatch = Stopwatch.StartNew();
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ThreadPool.QueueUserWorkItem(_=> {
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initializeWork(path);
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Console.WriteLine("GameDB load: " + stopwatch.Elapsed + " sec");
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Util.DebugWriteLine("GameDB load: " + stopwatch.Elapsed + " sec");
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});
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}
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@ -30,7 +30,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ThreadPool.QueueUserWorkItem(_ =>
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{
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instance = new BootGodDb(basePath);
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Console.WriteLine("Bootgod DB load: " + stopwatch.Elapsed + " sec");
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Util.DebugWriteLine("Bootgod DB load: " + stopwatch.Elapsed + " sec");
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acquire.Set();
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});
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}
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