gsdx debug: Add DISABLE_WIP_ASSERTION

To easily disable assertion on codes that only require investigation
This commit is contained in:
Gregory Hainaut 2016-09-25 13:50:29 +02:00
parent ca4f265ce6
commit ebb2a8ad5a
3 changed files with 10 additions and 0 deletions

View File

@ -228,7 +228,9 @@ GSTexture* GSRendererHW::GetOutput(int i, int& y_offset)
if (delta > 0) {
// Code was corrected to use generic format. But I'm not sure behavior is correct.
// Let's keep the warning to easily spot game that trigger this code path.
#ifndef DISABLE_WIP_ASSERTION
ASSERT(DISPFB.PSM == PSM_PSMCT32 || DISPFB.PSM == PSM_PSMCT24);
#endif
int pages = delta >> 5u;
int y_pages = pages / DISPFB.FBW;

View File

@ -562,7 +562,9 @@ void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::
} else {
GL_INS("channel not supported");
m_channel_shuffle = false;
#ifndef DISABLE_WIP_ASSERTION
ASSERT(0);
#endif
}
}
@ -756,7 +758,9 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
#ifndef DISABLE_WIP_ASSERTION
ASSERT(!(psm.depth && m_vt.IsLinear()));
#endif
// Performance note:
// 1/ Don't set 0 as it is the default value

View File

@ -52,3 +52,7 @@
#ifdef _WIN32
//#define ENABLE_OPENCL
#endif
// Disable harmless assertion on stuff not yet finish. Or that requires investigation.
// Goal of the define is to allow to run a debug build without too much pain.
//#define DISABLE_WIP_ASSERTION