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Merge pull request #6548 from unknownbrackets/minor
Adjust some reporting
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commit
3f26cc6ed0
@ -628,8 +628,10 @@ u32 _AtracDecodeData(int atracID, u8* outbuf, u32 *SamplesNum, u32* finish, int
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*remains = 0;
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return ATRAC_ERROR_ALL_DATA_DECODED;
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}
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if (avret != packet.size) {
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ERROR_LOG_REPORT_ONCE(multipacket, ME, "WARNING: Remaining data in packet - we currently only decode one frame/packet");
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// FFmpeg seems to return packet.size / 10.
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// However, advancing the packet by this causes decode errors. Bug?
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if (avret != packet.size && avret != packet.size / 10) {
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ERROR_LOG_REPORT_ONCE(multipacket, ME, "WARNING: Remaining data in packet - we currently only decode one frame per packet");
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}
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if (got_frame) {
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@ -1927,7 +1927,7 @@ u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize,
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return 0;
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}
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u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
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u32 sceKernelSelfStopUnloadModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
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// Used in Tom Clancy's Splinter Cell Essentials,Ghost in the Shell Stand Alone Complex
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return hleKernelStopUnloadSelfModuleWithOrWithoutStatus(0, argSize, argp, statusAddr, optionAddr, false);
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}
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@ -2217,7 +2217,7 @@ const HLEFunction ModuleMgrForUser[] =
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{0x977DE386,&WrapU_CUU<sceKernelLoadModule>,"sceKernelLoadModule"},
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{0xb7f46618,&WrapU_UUU<sceKernelLoadModuleByID>,"sceKernelLoadModuleByID"},
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{0x50F0C1EC,&WrapV_UUUUU<sceKernelStartModule>,"sceKernelStartModule", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED},
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{0xD675EBB8,WrapU_UUUU<sceKernelStopUnloadSelfModule>, "sceKernelStopUnloadSelfModule"},
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{0xD675EBB8,WrapU_UUUU<sceKernelSelfStopUnloadModule>, "sceKernelSelfStopUnloadModule"},
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{0xd1ff982a,&WrapU_UUUUU<sceKernelStopModule>,"sceKernelStopModule", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED},
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{0x2e0911aa,WrapU_U<sceKernelUnloadModule>,"sceKernelUnloadModule"},
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{0x710F61B5,0,"sceKernelLoadModuleMs"},
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@ -1018,22 +1018,31 @@ void FramebufferManager::DoSetRenderFrameBuffer() {
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// Let's check for depth buffer overlap. Might be interesting.
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bool sharingReported = false;
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bool writingDepth = true;
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// Technically, it may write depth later, but we're trying to detect it only when it's really true.
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if (gstate.isModeClear()) {
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writingDepth = !gstate.isClearModeDepthMask() && gstate.isDepthWriteEnabled();
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} else {
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writingDepth = gstate.isDepthWriteEnabled();
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}
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for (size_t i = 0, end = vfbs_.size(); i < end; ++i) {
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if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) {
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// If it's clearing it, most likely it just needs more video memory.
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// Technically it could write something interesting and the other might not clear, but that's not likely.
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if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) {
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WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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if (fb_address != z_address && vfbs_[i]->fb_address != vfbs_[i]->z_address) {
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WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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}
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} else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) {
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// If it's clearing it, then it's probably just the reverse of the above case.
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if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) {
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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}
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} else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) {
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// This happens a lot, but virtually always it's cleared.
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// It's possible the other might not clear, but when every game is reported it's not useful.
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if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) {
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if (writingDepth) {
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WARN_LOG_REPORT(SCEGE, "FBO reusing depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address);
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sharingReported = true;
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}
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