Improve the CHECK macro used in DX9 and DX11 to allow more flexible error messages.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5733 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-06-18 14:14:13 +00:00
parent 0a46dead9c
commit 0649bf2a00
4 changed files with 8 additions and 10 deletions

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@ -22,6 +22,7 @@
#include "D3DBlob.h"
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
class D3DTexture2D;
namespace D3D

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@ -155,7 +155,7 @@ D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D1
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
if (FAILED(hr))
{
PanicAlert("Failed to create texture at %s %d\n", __FILE__, __LINE__);
PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
return NULL;
}

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@ -24,9 +24,6 @@
#include "PixelShaderCache.h"
#include "VertexShaderCache.h"
#undef CHECK
#define CHECK(cond, Message) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: %s" , __FILE__, __LINE__, Message); }
FramebufferManager FBManager;
ID3D11SamplerState* copytoVirtualXFBsampler = NULL;
@ -47,7 +44,7 @@ void FramebufferManager::Create()
// create framebuffer color texture
m_efb.color_tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
CHECK(m_efb.color_tex != NULL, "create EFB color texture");
CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
@ -55,14 +52,14 @@ void FramebufferManager::Create()
// create a staging texture for Renderer::AccessEFB
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
CHECK(hr==S_OK, "create EFB color staging buffer");
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
// EFB depth buffer
// TODO: Only bind as shader resource if EFB access enabled
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth texture");
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT);
buf->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
@ -72,7 +69,7 @@ void FramebufferManager::Create()
// render target for depth buffer access in Renderer::AccessEFB
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
CHECK(hr==S_OK, "create EFB depth read texture");
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
buf->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
@ -81,7 +78,7 @@ void FramebufferManager::Create()
// staging texture to which we copy the data from m_efb.depth_read_texture
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
CHECK(hr==S_OK, "create EFB depth staging buffer");
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
// sampler state for FramebufferManager::copyToVirtualXFB

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@ -24,7 +24,7 @@
#include "TextureConverter.h"
#undef CHECK
#define CHECK(hr, Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" , Message); }
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
FramebufferManager FBManager;