Just some log cleanup

This commit is contained in:
Henrik Rydgård 2017-12-13 00:12:01 +01:00
parent c55847a79e
commit e488227398
4 changed files with 2 additions and 5 deletions

View File

@ -208,7 +208,7 @@ bool Delete(const std::string &filename) {
// Returns true if successful, or path already exists. // Returns true if successful, or path already exists.
bool CreateDir(const std::string &path) bool CreateDir(const std::string &path)
{ {
INFO_LOG(COMMON, "CreateDir: directory %s", path.c_str()); DEBUG_LOG(COMMON, "CreateDir('%s')", path.c_str());
#ifdef _WIN32 #ifdef _WIN32
if (::CreateDirectory(ConvertUTF8ToWString(path).c_str(), NULL)) if (::CreateDirectory(ConvertUTF8ToWString(path).c_str(), NULL))
return true; return true;

View File

@ -1875,7 +1875,7 @@ static int sceIoChangeAsyncPriority(int id, int priority)
ERROR_LOG(SCEIO, "sceIoChangeAsyncPriority : Illegal Priority %i", priority); ERROR_LOG(SCEIO, "sceIoChangeAsyncPriority : Illegal Priority %i", priority);
return SCE_KERNEL_ERROR_ILLEGAL_PRIORITY; return SCE_KERNEL_ERROR_ILLEGAL_PRIORITY;
} }
ERROR_LOG(SCEIO, "UNIMPL sceIoChangeAsyncPriority(%d, %d)", id, priority); WARN_LOG(SCEIO, "UNIMPL sceIoChangeAsyncPriority(%d, %d)", id, priority);
return 0; return 0;
} }

View File

@ -847,7 +847,6 @@ void NativeRender(GraphicsContext *graphicsContext) {
} }
if (resized) { if (resized) {
ILOG("resized was set to true - resizing");
resized = false; resized = false;
if (uiContext) { if (uiContext) {

View File

@ -276,12 +276,10 @@ GLuint ShaderStageToOpenGL(ShaderStage stage) {
class OpenGLShaderModule : public ShaderModule { class OpenGLShaderModule : public ShaderModule {
public: public:
OpenGLShaderModule(ShaderStage stage) : stage_(stage) { OpenGLShaderModule(ShaderStage stage) : stage_(stage) {
ILOG("Shader module created (%p)", this);
glstage_ = ShaderStageToOpenGL(stage); glstage_ = ShaderStageToOpenGL(stage);
} }
~OpenGLShaderModule() { ~OpenGLShaderModule() {
ILOG("Shader module destroyed (%p)", this);
if (shader_) if (shader_)
glDeleteShader(shader_); glDeleteShader(shader_);
} }