Disable annoying error messages in the D3D plugin, they're meant for debugging
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4434 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -40,7 +40,7 @@ static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;
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static D3DFORMAT s_efb_color_surface_Format;
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static D3DFORMAT s_efb_color_surface_Format;
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static D3DFORMAT s_efb_depth_surface_Format;
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static D3DFORMAT s_efb_depth_surface_Format;
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#undef CHECK
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#undef CHECK
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#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
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#define CHECK(hr,Message) //if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
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@ -111,7 +111,7 @@ void Create()
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DepthTexFormats[5] = D3DFMT_D16_LOCKABLE;
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DepthTexFormats[5] = D3DFMT_D16_LOCKABLE;
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DepthTexFormats[6] = D3DFMT_D24X8;
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DepthTexFormats[6] = D3DFMT_D24X8;
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for(int i = 0;i<4;i++)
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for (int i = 0;i<4;i++)
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{
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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s_efb_depth_surface_Format = DepthTexFormats[i];
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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@ -143,8 +143,8 @@ void Create()
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//no depth in system mem so try vista path to grab depth data
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//no depth in system mem so try vista path to grab depth data
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//create a offscreen lockeable surface
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//create a offscreen lockeable surface
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &s_efb_depth_OffScreenReadBuffer, NULL );
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &s_efb_depth_OffScreenReadBuffer, NULL );
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CHECK(hr,"Create Depth D3DFMT_D32F_LOCKABLE offscreen Surface");
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CHECK(hr, "Create Depth D3DFMT_D32F_LOCKABLE offscreen Surface");
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if(s_efb_depth_ReadBuffer)
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if (s_efb_depth_ReadBuffer)
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s_efb_depth_ReadBuffer->Release();
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s_efb_depth_ReadBuffer->Release();
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//this is ugly but is a fast way to test wich path to proceed for peeking
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//this is ugly but is a fast way to test wich path to proceed for peeking
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s_efb_depth_ReadBuffer = s_efb_depth_OffScreenReadBuffer;
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s_efb_depth_ReadBuffer = s_efb_depth_OffScreenReadBuffer;
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