mirror of https://github.com/PCSX2/pcsx2.git
gsdx debug: Add DISABLE_WIP_ASSERTION
To easily disable assertion on codes that only require investigation
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@ -228,7 +228,9 @@ GSTexture* GSRendererHW::GetOutput(int i, int& y_offset)
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if (delta > 0) {
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// Code was corrected to use generic format. But I'm not sure behavior is correct.
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// Let's keep the warning to easily spot game that trigger this code path.
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(DISPFB.PSM == PSM_PSMCT32 || DISPFB.PSM == PSM_PSMCT24);
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#endif
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int pages = delta >> 5u;
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int y_pages = pages / DISPFB.FBW;
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@ -562,7 +562,9 @@ void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::
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} else {
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GL_INS("channel not supported");
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m_channel_shuffle = false;
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(0);
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#endif
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}
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}
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@ -756,7 +758,9 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
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// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
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// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(!(psm.depth && m_vt.IsLinear()));
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#endif
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// Performance note:
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// 1/ Don't set 0 as it is the default value
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@ -52,3 +52,7 @@
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#ifdef _WIN32
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//#define ENABLE_OPENCL
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#endif
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// Disable harmless assertion on stuff not yet finish. Or that requires investigation.
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// Goal of the define is to allow to run a debug build without too much pain.
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//#define DISABLE_WIP_ASSERTION
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