mirror of https://github.com/PCSX2/pcsx2.git
gsdx debug: log current area of the draw
This way it is easier to see which part of the texture is read, and which part of the framebuffer is updated
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@ -940,9 +940,17 @@ void GSRendererOGL::ResetStates()
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void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GL_PUSH("GL Draw from %d in %d (Depth %d)",
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tex && tex->m_texture ? tex->m_texture->GetID() : 0,
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rt ? rt->GetID() : -1, ds ? ds->GetID() : -1);
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#ifdef ENABLE_OGL_DEBUG
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GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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GSVector4i area_in = GSVector4i(m_vt.m_min.t.xyxy(m_vt.m_max.t));
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GL_PUSH("GL Draw from %d (area %d,%d => %d,%d) in %d (Depth %d) (area %d,%d => %d,%d)",
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tex && tex->m_texture ? tex->m_texture->GetID() : -1,
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area_in.x, area_in.y, area_in.z, area_in.w,
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rt ? rt->GetID() : -1, ds ? ds->GetID() : -1,
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area_out.x, area_out.y, area_out.z, area_out.w
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);
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#endif
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GSTexture* hdr_rt = NULL;
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