Change a PanicAlert to an ERROR_LOG. Should possibly report..

http://forums.ppsspp.org/showthread.php?tid=1310&page=3

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This commit is contained in:
Henrik Rydgard 2017-03-18 21:22:27 +01:00
parent de72005b77
commit 23367925f1
2 changed files with 4 additions and 1 deletions

View File

@ -505,7 +505,8 @@ void SasInstance::MixVoice(SasVoice &voice) {
u32 sampleFrac = voice.sampleFrac;
int samplesToRead = (sampleFrac + voicePitch * std::max(0, grainSize - delay)) >> PSP_SAS_PITCH_BASE_SHIFT;
if (samplesToRead > ARRAY_SIZE(mixTemp_) - 2) {
PanicAlert("Too many samples to read! This shouldn't happen.");
ERROR_LOG(SCESAS, "Too many samples to read (%d)! This shouldn't happen.", samplesToRead);
samplesToRead = ARRAY_SIZE(mixTemp_) - 2;
}
voice.ReadSamples(&mixTemp_[2], samplesToRead);
int tempPos = 2 + samplesToRead;

View File

@ -343,6 +343,8 @@ void GPU_D3D11::BeginFrameInternal() {
}
void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
host->GPUNotifyDisplay(framebuf, stride, format);
framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
}