GPUDevice: Move debug messages over to fmt
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@ -979,7 +979,7 @@ bool GPU_HW::CompilePipelines()
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if (!(m_vram_copy_pipelines[depth_test] = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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GL_OBJECT_NAME(m_vram_copy_pipelines[depth_test], "VRAM Write Pipeline, depth=%u", depth_test);
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GL_OBJECT_NAME_FMT(m_vram_copy_pipelines[depth_test], "VRAM Write Pipeline, depth={}", depth_test);
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progress.Increment();
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}
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@ -1004,7 +1004,7 @@ bool GPU_HW::CompilePipelines()
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if (!(m_vram_write_pipelines[depth_test] = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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GL_OBJECT_NAME(m_vram_write_pipelines[depth_test], "VRAM Write Pipeline, depth=%u", depth_test);
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GL_OBJECT_NAME_FMT(m_vram_write_pipelines[depth_test], "VRAM Write Pipeline, depth={}", depth_test);
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progress.Increment();
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}
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@ -2547,7 +2547,7 @@ void GPU_HW::FlushRender()
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return;
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#ifdef _DEBUG
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GL_SCOPE("Hardware Draw %u", ++s_draw_number);
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GL_SCOPE_FMT("Hardware Draw {}", ++s_draw_number);
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#endif
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if (m_batch_ubo_dirty)
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@ -2682,7 +2682,7 @@ void GPU_HW::DownsampleFramebuffer(GPUTexture* source, u32 left, u32 top, u32 wi
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void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height)
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{
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GL_PUSH("DownsampleFramebufferAdaptive (%u,%u => %u,%d)", left, top, left + width, left + height);
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GL_PUSH_FMT("DownsampleFramebufferAdaptive ({},{} => {},{})", left, top, left + width, left + height);
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struct SmoothingUBOData
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{
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@ -2701,7 +2701,7 @@ void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top
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// create mip chain
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for (u32 level = 1; level < levels; level++)
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{
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GL_SCOPE("Create miplevel %u", level);
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GL_SCOPE_FMT("Create miplevel {}", level);
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const u32 level_width = width >> level;
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const u32 level_height = height >> level;
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