wined3d: Use d3d_perf channel for performance warnings.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1897,7 +1897,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
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if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
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{
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{
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FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
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FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n");
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if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
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if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
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ERR("Texture filtering not supported in direct blit.\n");
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ERR("Texture filtering not supported in direct blit.\n");
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@ -2910,8 +2910,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_RGB)
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== WINED3D_LOCATION_TEXTURE_RGB)
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{
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{
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/* Performance warning... */
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FIXME_(d3d_perf)("Downloading RGB surface %p to reload it as sRGB.\n", surface);
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FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
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surface_load_location(surface, context, texture->resource.map_binding);
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surface_load_location(surface, context, texture->resource.map_binding);
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}
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}
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}
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}
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@ -2920,8 +2919,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
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if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding))
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== WINED3D_LOCATION_TEXTURE_SRGB)
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== WINED3D_LOCATION_TEXTURE_SRGB)
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{
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{
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/* Performance warning... */
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FIXME_(d3d_perf)("Downloading sRGB surface %p to reload it as RGB.\n", surface);
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FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
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surface_load_location(surface, context, texture->resource.map_binding);
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surface_load_location(surface, context, texture->resource.map_binding);
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}
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}
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}
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}
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