GPUDevice: Replace remaining StdStringFromFromFormat() with fmt
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@ -415,10 +415,10 @@ bool D3D12Texture::Update(u32 x, u32 y, u32 width, u32 height, const void* data,
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}
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else
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{
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if (!sbuffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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if (!sbuffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) [[unlikely]]
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{
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D3D12Device::GetInstance().SubmitCommandList(false, "While waiting for %u bytes in texture upload buffer",
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required_size);
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D3D12Device::GetInstance().SubmitCommandList(
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false, TinyString::from_format("Needs {} bytes in texture upload buffer", required_size));
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if (!sbuffer.ReserveMemory(required_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) [[unlikely]]
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{
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ERROR_LOG("Failed to reserve texture upload memory ({} bytes).", required_size);
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@ -485,10 +485,10 @@ bool D3D12Texture::Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32
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if (req_size >= (buffer.GetSize() / 2))
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return false;
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if (!buffer.ReserveMemory(req_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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if (!buffer.ReserveMemory(req_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) [[unlikely]]
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{
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dev.SubmitCommandList(false, "While waiting for %u bytes in texture upload buffer", req_size);
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if (!buffer.ReserveMemory(req_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT))
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dev.SubmitCommandList(false, TinyString::from_format("Needs {} bytes in texture upload buffer", req_size));
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if (!buffer.ReserveMemory(req_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) [[unlikely]]
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Panic("Failed to reserve texture upload memory");
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}
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