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:
hrydgard 2009-10-17 09:27:08 +00:00
parent f82e5eb673
commit ff3d6027fa
1 changed files with 5 additions and 5 deletions

View File

@ -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;