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Fix some report spam
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parent
0e3cf9862e
commit
a5747d53b3
2 changed files with 3 additions and 2 deletions
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@ -172,7 +172,7 @@ void UIContext::ActivateTopScissor() {
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int h = std::max(0.0f, ceilf(scale_y * bounds.h));
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if (x < 0 || y < 0 || x + w > pixel_xres || y + h > pixel_yres) {
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// This won't actually report outside a game, but we can try.
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ERROR_LOG_REPORT(G3D, "UI scissor out of bounds in %sScreen: %d,%d-%d,%d / %d,%d", screenTag_ ? screenTag_ : "N/A", x, y, w, h, pixel_xres, pixel_yres);
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ERROR_LOG(G3D, "UI scissor out of bounds in %sScreen: %d,%d-%d,%d / %d,%d", screenTag_ ? screenTag_ : "N/A", x, y, w, h, pixel_xres, pixel_yres);
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x = std::max(0, x);
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y = std::max(0, y);
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w = std::min(w, pixel_xres - x);
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@ -1174,7 +1174,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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// Currently rendering to this framebuffer. Need to make a copy.
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if (!skipCopy && framebuffer == currentRenderVfb_) {
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// Self-texturing, need a copy currently (some backends can potentially support it though).
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WARN_LOG_REPORT_ONCE(selfTextureCopy, G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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WARN_LOG_ONCE(selfTextureCopy, G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
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Draw::Framebuffer *renderCopy = GetTempFBO(TempFBO::COPY, framebuffer->renderWidth, framebuffer->renderHeight);
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if (renderCopy) {
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@ -1193,6 +1193,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, layer);
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return true;
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} else {
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// Here it's an error because for some reason skipCopy is true. That shouldn't really happen.
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ERROR_LOG_REPORT_ONCE(selfTextureFail, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// To do this safely in Vulkan, we need to use input attachments.
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// Actually if the texture region and render regions don't overlap, this is safe, but we need
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