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
This commit is contained in:
parent
f82e5eb673
commit
ff3d6027fa
|
@ -40,7 +40,7 @@ static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;
|
||||||
static D3DFORMAT s_efb_color_surface_Format;
|
static D3DFORMAT s_efb_color_surface_Format;
|
||||||
static D3DFORMAT s_efb_depth_surface_Format;
|
static D3DFORMAT s_efb_depth_surface_Format;
|
||||||
#undef CHECK
|
#undef CHECK
|
||||||
#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
|
#define CHECK(hr,Message) //if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -87,7 +87,7 @@ void Create()
|
||||||
CHECK(hr,"Get Color Surface");
|
CHECK(hr,"Get Color Surface");
|
||||||
//create a one pixel texture to work as a buffer for peeking
|
//create a one pixel texture to work as a buffer for peeking
|
||||||
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
|
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
|
||||||
D3DPOOL_DEFAULT, &s_efb_colorBuffer_texture, NULL);
|
D3DPOOL_DEFAULT, &s_efb_colorBuffer_texture, NULL);
|
||||||
if (!FAILED(hr))
|
if (!FAILED(hr))
|
||||||
{
|
{
|
||||||
//get the surface for the peeking texture
|
//get the surface for the peeking texture
|
||||||
|
@ -111,7 +111,7 @@ void Create()
|
||||||
DepthTexFormats[5] = D3DFMT_D16_LOCKABLE;
|
DepthTexFormats[5] = D3DFMT_D16_LOCKABLE;
|
||||||
DepthTexFormats[6] = D3DFMT_D24X8;
|
DepthTexFormats[6] = D3DFMT_D24X8;
|
||||||
|
|
||||||
for(int i = 0;i<4;i++)
|
for (int i = 0;i<4;i++)
|
||||||
{
|
{
|
||||||
s_efb_depth_surface_Format = DepthTexFormats[i];
|
s_efb_depth_surface_Format = DepthTexFormats[i];
|
||||||
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
|
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
|
||||||
|
@ -143,8 +143,8 @@ void Create()
|
||||||
//no depth in system mem so try vista path to grab depth data
|
//no depth in system mem so try vista path to grab depth data
|
||||||
//create a offscreen lockeable surface
|
//create a offscreen lockeable surface
|
||||||
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &s_efb_depth_OffScreenReadBuffer, NULL );
|
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &s_efb_depth_OffScreenReadBuffer, NULL );
|
||||||
CHECK(hr,"Create Depth D3DFMT_D32F_LOCKABLE offscreen Surface");
|
CHECK(hr, "Create Depth D3DFMT_D32F_LOCKABLE offscreen Surface");
|
||||||
if(s_efb_depth_ReadBuffer)
|
if (s_efb_depth_ReadBuffer)
|
||||||
s_efb_depth_ReadBuffer->Release();
|
s_efb_depth_ReadBuffer->Release();
|
||||||
//this is ugly but is a fast way to test wich path to proceed for peeking
|
//this is ugly but is a fast way to test wich path to proceed for peeking
|
||||||
s_efb_depth_ReadBuffer = s_efb_depth_OffScreenReadBuffer;
|
s_efb_depth_ReadBuffer = s_efb_depth_OffScreenReadBuffer;
|
||||||
|
|
Loading…
Reference in New Issue