From 913bc6d15f3ddc91a8f924227490f7b9e4b6d0cf Mon Sep 17 00:00:00 2001 From: NeoBrainX Date: Thu, 8 Sep 2011 22:59:34 +0200 Subject: [PATCH] D3D11: Disable some redundant shader compilation errors. --- Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp | 5 +---- Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp | 5 +---- 2 files changed, 2 insertions(+), 8 deletions(-) diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp index c278ae1d81..0a67584409 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp @@ -490,7 +490,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) D3DBlob* pbytecode; if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode)) { - PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } @@ -516,10 +515,8 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* byt { ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); if (shader == NULL) - { - PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__); return false; - } + // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache"); diff --git a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp index f46881b16b..c81993e5e1 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/VertexShaderCache.cpp @@ -233,7 +233,6 @@ bool VertexShaderCache::SetShader(u32 components) if (pbytecode == NULL) { - PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } @@ -257,10 +256,8 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod { ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); if (shader == NULL) - { - PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__); return false; - } + // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");