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more error msgs
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parent
220b717689
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53c6ebd8ef
@ -1109,10 +1109,10 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) {
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char *szErrorMsg;
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szErrorMsg = "CreateTexture failed: couldn't find compatible device Texture Pixel Format for input texture!\n";
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szErrorMsg = "CreateTexture failed: couldn't find compatible device Texture Pixel Format for input texture: ";
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if(dxgsg_cat.is_spam())
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dxgsg_cat.spam() << "CreateTexture handling target bitdepth: " << target_bpp << " alphabits: " << cNumAlphaBits << "\n";
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dxgsg_cat.spam() << "CreateTexture handling target bitdepth: " << target_bpp << " alphabits: " << cNumAlphaBits << endl;
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// I could possibly replace some of this logic with D3DXCheckTextureRequirements(), but
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// it wouldnt handle all my specialized low-memory cases perfectly
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@ -1177,7 +1177,7 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) {
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// at this point, bail. dont worry about converting to non-alpha formats yet,
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// I think this will be a very rare case
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szErrorMsg = "CreateTexture failed: couldn't find compatible Tex DDPIXELFORMAT! no available 16 or 32-bit alpha formats!\n";
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szErrorMsg = "CreateTexture failed: couldn't find compatible Tex DDPIXELFORMAT! no available 16 or 32-bit alpha formats!";
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} else {
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// convert 3 or 4 channel to closest 16bpp color fmt
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@ -1298,8 +1298,10 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) {
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}
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// if we've gotten here, haven't found a match
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dxgsg_cat.error() << szErrorMsg << endl;
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dxgsg_cat.error() << szErrorMsg << ": " << _tex->get_name() << endl
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<< "NumColorChannels: " <<cNumColorChannels << "; NumAlphaBits: " << cNumAlphaBits
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<< "; targetbpp: " <<target_bpp << "; SupportedTexFmtsMask: 0x" << (void*)scrn.SupportedTexFmtsMask
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<< "; NeedLuminance: " << bNeedLuminance << endl;
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goto error_exit;
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///////////////////////////////////////////////////////////
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