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Core: Log more on graphics backend failures.

Just so we can tell for sure in logs what's happening.
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unknownbrackets committed Sep 6, 2018
1 parent 562c5f6 commit db93a08fc9e9236fcd72d01eb788c9528b6951aa
Showing with 9 additions and 1 deletion.
  1. +3 −0 Core/Config.cpp
  2. +6 −1 UI/NativeApp.cpp
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@@ -557,6 +557,8 @@ int Config::NextValidBackend() {
}
if (failed.count(iGPUBackend)) {
ERROR_LOG(LOADER, "Graphics backend failed for %d, trying another", iGPUBackend);
#if (PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID)) && !PPSSPP_PLATFORM(UWP)
if (VulkanMayBeAvailable() && !failed.count((int)GPUBackend::VULKAN)) {
return (int)GPUBackend::VULKAN;
@@ -580,6 +582,7 @@ int Config::NextValidBackend() {
// They've all failed. Let them try the default.
sFailedGPUBackends += ",ALL";
ERROR_LOG(LOADER, "All graphics backends failed");
return DefaultGPUBackend();
}
View
@@ -357,9 +357,14 @@ static void CheckFailedGPUBackends() {
// Use this if you want to debug a graphics crash...
if (g_Config.sFailedGPUBackends == "IGNORE")
return;
else if (!g_Config.sFailedGPUBackends.empty())
ERROR_LOG(LOADER, "Failed graphics backends: %s", g_Config.sFailedGPUBackends.c_str());
// Okay, let's not try a backend in the failed list.
g_Config.iGPUBackend = g_Config.NextValidBackend();
int newBackend = g_Config.NextValidBackend();
if (newBackend != g_Config.iGPUBackend)
WARN_LOG(LOADER, "Failed graphics backend switched from %d to %d", g_Config.iGPUBackend, newBackend);
g_Config.iGPUBackend = newBackend;
// And then let's - for now - add the current to the failed list.
if (g_Config.sFailedGPUBackends.empty()) {
g_Config.sFailedGPUBackends = StringFromFormat("%d", g_Config.iGPUBackend);

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