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https://github.com/ClassiCube/ClassiCube.git
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360: Add more logging calls
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7d9542592a
commit
021a8ed409
@ -278,6 +278,7 @@ void Gfx_UnlockDynamicVb(GfxResourceID vb) { Gfx_UnlockVb(vb); Gfx_BindVb(vb);
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*#########################################################################################################################*/
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void Gfx_SetVertexFormat(VertexFormat fmt) {
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if (fmt == gfx_format) return;
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Platform_LogConst("CHANGE FORMAT");
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gfx_format = fmt;
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gfx_stride = strideSizes[fmt];
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@ -292,20 +293,24 @@ void Gfx_SetVertexFormat(VertexFormat fmt) {
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}
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void Gfx_DrawVb_Lines(int verticesCount) {
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Platform_Log1("DRAW_LINES: %i", &verticesCount);
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Xe_DrawPrimitive(xe, XE_PRIMTYPE_LINELIST, 0, verticesCount >> 1);
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}
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void Gfx_DrawVb_IndexedTris(int verticesCount) {
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Platform_Log1("DRAW_TRIS: %i", &verticesCount);
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Xe_DrawIndexedPrimitive(xe, XE_PRIMTYPE_TRIANGLELIST, // TODO QUADLIST instead?
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0, 0, verticesCount, 0, verticesCount >> 1);
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}
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void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
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Platform_Log1("DRAW_TRIS_RANGE: %i", &verticesCount);
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Xe_DrawIndexedPrimitive(xe, XE_PRIMTYPE_TRIANGLELIST,
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startVertex, 0, verticesCount, 0, verticesCount >> 1);
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}
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void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) {
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Platform_Log1("DRAW_TRIS_MAP: %i", &verticesCount);
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Xe_DrawIndexedPrimitive(xe, XE_PRIMTYPE_TRIANGLELIST,
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startVertex, 0, verticesCount, 0, verticesCount >> 1);
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}
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@ -319,6 +324,7 @@ static struct Matrix _view, _proj, _mvp;
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void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
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struct Matrix* dst = type == MATRIX_PROJ ? &_proj : &_view;
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*dst = *matrix;
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Platform_LogConst("LOAD MATRIX");
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Matrix_Mul(&_mvp, &_view, &_proj);
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// TODO: Is this a global uniform, or does it need to be reloaded on shader change?
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@ -380,6 +386,7 @@ void Gfx_SetVSync(cc_bool vsync) {
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}
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void Gfx_BeginFrame(void) {
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Platform_LogConst("BEGIN FRAME");
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}
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void Gfx_ClearBuffers(GfxBuffers buffers) {
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@ -388,8 +395,10 @@ void Gfx_ClearBuffers(GfxBuffers buffers) {
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}
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void Gfx_EndFrame(void) {
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Platform_LogConst("END FRAME A");
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Xe_Resolve(xe);
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Xe_Sync(xe);
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Platform_LogConst("END FRAME B");
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}
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cc_bool Gfx_WarnIfNecessary(void) { return false; }
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18
src/Input.c
18
src/Input.c
@ -591,6 +591,16 @@ void Gamepad_Tick(float delta) {
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}
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}
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static CC_NOINLINE void Gamepad_Add(int i, long deviceID, const struct BindMapping_* defaults) {
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Mem_Copy(&Gamepad_Devices[i].base, &padDevice, sizeof(struct InputDevice));
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Gamepad_Devices[i].base.rawIndex = i;
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Gamepad_Devices[i].base.currentBinds = padBind_Mappings[i];
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Gamepad_Devices[i].base.defaultBinds = defaults;
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Gamepad_Devices[i].deviceID = deviceID;
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InputBind_Load(&Gamepad_Devices[i].base);
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}
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int Gamepad_Connect(long deviceID, const struct BindMapping_* defaults) {
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int i;
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for (i = 0; i < INPUT_MAX_GAMEPADS; i++)
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@ -598,13 +608,7 @@ int Gamepad_Connect(long deviceID, const struct BindMapping_* defaults) {
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if (Gamepad_Devices[i].deviceID == deviceID) return i;
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if (Gamepad_Devices[i].deviceID != 0) continue;
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Mem_Copy(&Gamepad_Devices[i].base, &padDevice, sizeof(struct InputDevice));
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Gamepad_Devices[i].base.rawIndex = i;
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Gamepad_Devices[i].base.currentBinds = padBind_Mappings[i];
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Gamepad_Devices[i].base.defaultBinds = defaults;
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Gamepad_Devices[i].deviceID = deviceID;
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InputBind_Load(&Gamepad_Devices[i].base);
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Gamepad_Add(i, deviceID, defaults);
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return i;
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}
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