Hiding some D3D11 log spew.

This commit is contained in:
Ben Vanik 2014-02-06 22:18:44 -08:00
parent 6199e9f7b5
commit ee69696485
1 changed files with 18 additions and 13 deletions

View File

@ -20,6 +20,9 @@ using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
#define XETRACED3D(fmt, ...) if (FLAGS_trace_ring_buffer) XELOGGPU(fmt, ##__VA_ARGS__)
D3D11GraphicsDriver::D3D11GraphicsDriver(
Memory* memory, IDXGISwapChain* swap_chain, ID3D11Device* device) :
GraphicsDriver(memory) {
@ -145,13 +148,13 @@ void D3D11GraphicsDriver::Initialize() {
void D3D11GraphicsDriver::InvalidateState(
uint32_t mask) {
if (mask == XE_GPU_INVALIDATE_MASK_ALL) {
XELOGGPU("D3D11: (invalidate all)");
XETRACED3D("D3D11: (invalidate all)");
}
if (mask & XE_GPU_INVALIDATE_MASK_VERTEX_SHADER) {
XELOGGPU("D3D11: invalidate vertex shader");
XETRACED3D("D3D11: invalidate vertex shader");
}
if (mask & XE_GPU_INVALIDATE_MASK_PIXEL_SHADER) {
XELOGGPU("D3D11: invalidate pixel shader");
XETRACED3D("D3D11: invalidate pixel shader");
}
}
@ -165,13 +168,15 @@ void D3D11GraphicsDriver::SetShader(
Shader* shader = shader_cache_->FindOrCreate(
type, p, length);
// Disassemble.
const char* source = shader->disasm_src();
if (!source) {
source = "<failed to disassemble>";
if (!shader->is_prepared()) {
// Disassemble.
const char* source = shader->disasm_src();
if (!source) {
source = "<failed to disassemble>";
}
XETRACED3D("D3D11: set shader %d at %0.8X (%db):\n%s",
type, address, length, source);
}
XELOGGPU("D3D11: set shader %d at %0.8X (%db):\n%s",
type, address, length, source);
// Stash for later.
switch (type) {
@ -293,8 +298,8 @@ void D3D11GraphicsDriver::DrawIndexBuffer(
uint32_t index_base, uint32_t index_size, uint32_t endianness) {
RegisterFile& rf = register_file_;
XELOGGPU("D3D11: draw indexed %d (%d indicies) from %.8X",
prim_type, index_count, index_base);
XETRACED3D("D3D11: draw indexed %d (%d indicies) from %.8X",
prim_type, index_count, index_base);
// Setup shaders/etc.
if (SetupDraw(prim_type)) {
@ -318,8 +323,8 @@ void D3D11GraphicsDriver::DrawIndexAuto(
uint32_t index_count) {
RegisterFile& rf = register_file_;
XELOGGPU("D3D11: draw indexed %d (%d indicies)",
prim_type, index_count);
XETRACED3D("D3D11: draw indexed %d (%d indicies)",
prim_type, index_count);
// Setup shaders/etc.
if (SetupDraw(prim_type)) {