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D3D: More debug information and break on error #2026
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D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS | ||
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D3D11_INFO_QUEUE_FILTER filter; |
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@dolphin-emu-bot rebuild That looks pretty cool. Granted, I don't know a lot about DX... @Armada651 care to review this? :) |
@Armada651 The memset change was done since lioncash wanted it, the comment was changed because of neobrain (see above). |
I think it's alright, just wanted to confirm it was intentional. |
g_renderer->RestoreAPIState(); | ||
D3D::stateman->Apply(); // force unbind efb texture as shader resource |
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D3D: More debug information and break on error
This change only affects the debug build and should give a little more information when debugging the DirectX backend. It also adds a breakpoint when otherwise the graphics driver is likely to crash. The function GetDebugObjectName is added but not used, it's helpful when trying to figure out which objects actually cause a failure.
The commits will be squashed with an appropriate message if you think this is worth adding. It certainly helped me when debugging.