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
This commit is contained in:
Gregory Hainaut 2016-07-31 13:13:01 +02:00
parent 6376e8d6e7
commit 1ea83ba3a7
1 changed files with 11 additions and 3 deletions

View File

@ -940,9 +940,17 @@ void GSRendererOGL::ResetStates()
void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GL_PUSH("GL Draw from %d in %d (Depth %d)",
tex && tex->m_texture ? tex->m_texture->GetID() : 0,
rt ? rt->GetID() : -1, ds ? ds->GetID() : -1);
#ifdef ENABLE_OGL_DEBUG
GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
GSVector4i area_in = GSVector4i(m_vt.m_min.t.xyxy(m_vt.m_max.t));
GL_PUSH("GL Draw from %d (area %d,%d => %d,%d) in %d (Depth %d) (area %d,%d => %d,%d)",
tex && tex->m_texture ? tex->m_texture->GetID() : -1,
area_in.x, area_in.y, area_in.z, area_in.w,
rt ? rt->GetID() : -1, ds ? ds->GetID() : -1,
area_out.x, area_out.y, area_out.z, area_out.w
);
#endif
GSTexture* hdr_rt = NULL;