mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: add an extra debug log level
Avoid too much log
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3c30db965d
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2c0a4ac906
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@ -1935,6 +1935,8 @@ void GSDeviceOGL::DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id,
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severity = "Cache";
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else if (id == 0xB0B0)
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severity = "REG";
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else if (id == 0xD0D0)
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severity = "EXTRA";
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break;
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}
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switch(gl_source) {
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@ -477,7 +477,7 @@ void GSRendererHW::Draw()
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GL_INS("Channel shuffle effect detected");
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m_channel_shuffle = true;
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} else {
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GL_INS("Special post-processing effect not supported");
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GL_DBG("Special post-processing effect not supported");
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m_channel_shuffle = false;
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}
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} else {
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@ -271,7 +271,7 @@ void GSRendererOGL::EmulateZbuffer()
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z) {
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GL_INS("Bad Z size on %s buffers", psm_str(m_context->ZBUF.PSM));
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GL_DBG("Bad Z size on %s buffers", psm_str(m_context->ZBUF.PSM));
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vs_cb.DepthMask = GSVector2i(max_z, max_z);
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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@ -281,7 +281,7 @@ void GSRendererOGL::EmulateZbuffer()
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
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GL_INS("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM));
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GL_DBG("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM));
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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@ -1217,7 +1217,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if ((m_context->FRAME.Block() == m_context->TEX0.TBP0) && PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_vertex.next > 2)) {
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if (m_context->FRAME.FBMSK == 0x00FFFFFF) {
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// Ratchet & Clank / Jak uses this pattern to compute the shadows. Alpha (multiplication) tfx is mostly equivalent to -1/+1 stencil operation
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GL_INS("ERROR: Source and Target are the same! Let's sample the framebuffer");
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GL_DBG("ERROR: Source and Target are the same! Let's sample the framebuffer");
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m_ps_sel.tex_is_fb = 1;
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m_require_full_barrier = true;
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} else {
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@ -1397,7 +1397,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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bool ate_RGBA_then_Z = false;
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bool ate_RGB_then_ZA = false;
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if (ate_first_pass & ate_second_pass) {
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GL_INS("Complex Alpha Test");
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GL_DBG("Complex Alpha Test");
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bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS);
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bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant
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@ -1406,12 +1406,12 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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}
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if (ate_RGBA_then_Z) {
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GL_INS("Alternate ATE handling: ate_RGBA_then_Z");
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GL_DBG("Alternate ATE handling: ate_RGBA_then_Z");
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// Render all color but don't update depth
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// ATE is disabled here
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m_om_dssel.zwe = false;
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} else if (ate_RGB_then_ZA) {
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GL_INS("Alternate ATE handling: ate_RGB_then_ZA");
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GL_DBG("Alternate ATE handling: ate_RGB_then_ZA");
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// Render RGB color but don't update depth/alpha
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// ATE is disabled here
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m_om_dssel.zwe = false;
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@ -43,7 +43,8 @@
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#define ENABLE_OGL_DEBUG // Create a debug context and check opengl command status. Allow also to dump various textures/states.
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//#define ENABLE_OGL_DEBUG_FENCE
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//#define ENABLE_OGL_DEBUG_MEM_BW // compute the quantity of data transfered (debug purpose)
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//#define ENABLE_TRACE_REG
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//#define ENABLE_TRACE_REG // print GS reg write
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//#define ENABLE_EXTRA_LOG // print extra log
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#endif
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#if defined(__unix__) && !(defined(_DEBUG) || defined(_DEVEL))
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@ -433,6 +433,12 @@ extern void vmfree(void* ptr, size_t size);
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#define GL_REG(...) (0);
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#endif
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#if defined(ENABLE_EXTRA_LOG) && defined(_DEBUG)
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#define GL_DBG(...) GL_INSERT(GL_DEBUG_TYPE_OTHER, 0xD0D0, GL_DEBUG_SEVERITY_NOTIFICATION, __VA_ARGS__)
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#else
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#define GL_DBG(...) (0);
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#endif
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#if defined(ENABLE_OGL_DEBUG)
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struct GLAutoPop {
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~GLAutoPop() {
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