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author | bunnei <bunneidev@gmail.com> | 2014-12-13 05:20:01 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2014-12-13 05:20:01 +0100 |
commit | af1cd769e7b407af71496e788e218add31f8b2b0 (patch) | |
tree | 1e3fd71256c04a15970b09abd3f7280f8b1ff678 /src/video_core/vertex_shader.cpp | |
parent | Merge pull request #267 from bunnei/apt-shared-font (diff) | |
parent | Remove old logging system (diff) | |
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Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r-- | src/video_core/vertex_shader.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp index 0dff11a0f..477e78cfe 100644 --- a/src/video_core/vertex_shader.cpp +++ b/src/video_core/vertex_shader.cpp @@ -206,7 +206,7 @@ static void ProcessShaderCode(VertexShaderState& state) { case Instruction::OpCode::CALL: increment_pc = false; - _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack)); + _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack)); *++state.call_stack_pointer = state.program_counter - shader_memory; // TODO: Does this offset refer to the beginning of shader memory? @@ -218,7 +218,7 @@ static void ProcessShaderCode(VertexShaderState& state) { break; default: - ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", + LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x", (int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex); break; } @@ -285,7 +285,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes) state.debug.max_opdesc_id, registers.vs_main_offset, registers.vs_output_attributes); - DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", + LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); |