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synced 2024-11-23 05:19:56 +00:00
Don't call functions in asserts, they get compiled out in release...
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@ -324,7 +324,8 @@ void PPSSPP_UWPMain::LoadStorageFile(StorageFile ^file) {
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UWPGraphicsContext::UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources) {
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draw_ = Draw::T3DCreateD3D11Context(
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resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetDeviceFeatureLevel(), 0);
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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void UWPGraphicsContext::Shutdown() {
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@ -140,7 +140,8 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
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#endif
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draw_ = Draw::T3DCreateD3D11Context(device_, context_, device1_, context1_, featureLevel_, hWnd_);
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assert(draw_->CreatePresets()); // If we can run D3D11, there's a compiler installed. I think.
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bool success = draw_->CreatePresets(); // If we can run D3D11, there's a compiler installed. I think.
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assert(success);
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int width;
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int height;
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@ -357,7 +357,8 @@ bool WindowsGLContext::Init(HINSTANCE hInst, HWND window, std::string *error_mes
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets()); // if we get this far, there will always be a GLSL compiler capable of compiling these.
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bool success = draw_->CreatePresets(); // if we get this far, there will always be a GLSL compiler capable of compiling these.
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assert(success);
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CHECK_GL_ERROR_IF_DEBUG();
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return true; // Success
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}
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@ -203,8 +203,9 @@ bool WindowsVulkanContext::Init(HINSTANCE hInst, HWND hWnd, std::string *error_m
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}
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draw_ = Draw::T3DCreateVulkanContext(g_Vulkan);
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assert(draw_->CreatePresets()); // Doesn't fail, we include the compiler.
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return true;
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bool success = draw_->CreatePresets();
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assert(success); // Doesn't fail, we include the compiler.
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return success;
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}
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void WindowsVulkanContext::Shutdown() {
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@ -133,7 +133,8 @@ bool AndroidEGLGraphicsContext::Init(ANativeWindow *wnd, int backbufferWidth, in
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gl->MakeCurrent();
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets()); // There will always be a GLSL compiler capable of compiling these.
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bool success = draw_->CreatePresets(); // There will always be a GLSL compiler capable of compiling these.
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assert(success);
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return true;
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}
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@ -158,7 +159,8 @@ public:
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AndroidJavaEGLGraphicsContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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~AndroidJavaEGLGraphicsContext() {
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delete draw_;
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@ -312,7 +314,8 @@ bool AndroidVulkanContext::Init(ANativeWindow *wnd, int desiredBackbufferSizeX,
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}
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g_Vulkan->InitObjects(true);
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draw_ = Draw::T3DCreateVulkanContext(g_Vulkan);
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assert(draw_->CreatePresets()); // Doesn't fail, we ship the compiler.
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bool success = draw_->CreatePresets(); // Doesn't fail, we ship the compiler.
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assert(success);
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return true;
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}
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@ -52,7 +52,8 @@ public:
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GLDummyGraphicsContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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~GLDummyGraphicsContext() { delete draw_; }
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@ -44,7 +44,8 @@ class QtDummyGraphicsContext : public DummyGraphicsContext {
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public:
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QtDummyGraphicsContext() {
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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~QtDummyGraphicsContext() {
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delete draw_;
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@ -55,7 +55,8 @@ public:
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GLDummyGraphicsContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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~GLDummyGraphicsContext() { delete draw_; }
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@ -39,7 +39,8 @@ public:
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IOSDummyGraphicsContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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assert(draw_->CreatePresets());
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bool success = draw_->CreatePresets();
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assert(success);
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}
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~IOSDummyGraphicsContext() {
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delete draw_;
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