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gsdx-debug: use GL_INS instead of printf
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@ -307,9 +307,7 @@ void GSRendererHW::RoundSpriteOffset()
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void GSRendererHW::Draw()
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{
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if(m_dev->IsLost() || GSRenderer::IsBadFrame(m_skip, m_userhacks_skipdraw)) {
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if (s_dump) {
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fprintf(stderr, "Warning skipping a draw call (%d)\n", s_n);
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}
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GL_INS("Warning skipping a draw call (%d)", s_n);
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s_n += 3; // Keep it sync with SW renderer
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return;
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}
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