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authorGravatar Yuri Kunde Schlesner <yuriks@yuriks.net>2014-12-05 23:53:49 -0200
committerGravatar Yuri Kunde Schlesner <yuriks@yuriks.net>2014-12-13 02:08:02 -0200
commit0600e2d8b5b30bd68c8b19cb1f2051e096e7caa9 (patch)
tree40fee084c551bfb497e68181447298f862ea68ca /src/video_core/vertex_shader.cpp
parent6390c66e950b0536c438bf3be1ea78fd0540d6c9 (diff)
Convert old logging calls to new logging macros
Diffstat (limited to 'src/video_core/vertex_shader.cpp')
-rw-r--r--src/video_core/vertex_shader.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 0dff11a0..477e78cf 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -206,7 +206,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
case Instruction::OpCode::CALL:
increment_pc = false;
- _dbg_assert_(GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
+ _dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
*++state.call_stack_pointer = state.program_counter - shader_memory;
// TODO: Does this offset refer to the beginning of shader memory?
@@ -218,7 +218,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
default:
- ERROR_LOG(GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
+ LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.GetOpCodeName().c_str(), instr.hex);
break;
}
@@ -285,7 +285,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
state.debug.max_opdesc_id, registers.vs_main_offset,
registers.vs_output_attributes);
- DEBUG_LOG(GPU, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
+ LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());