forked from MoonsideGames/Refresh
Set up the DXGI Info Queue so we can filter messages without using DirectX Control Panel
parent
30fe868ea2
commit
7f70318f70
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@ -622,7 +622,11 @@ static void D3D11_DestroyDevice(
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/* Report leaks and clean up debug objects */
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if (renderer->dxgiDebug)
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{
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IDXGIDebug_ReportLiveObjects(renderer->dxgiDebug, D3D_IID_DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
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IDXGIDebug_ReportLiveObjects(
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renderer->dxgiDebug,
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D3D_IID_DXGI_DEBUG_ALL,
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DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_DETAIL
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);
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IDXGIDebug_Release(renderer->dxgiDebug);
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}
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@ -3114,7 +3118,6 @@ static void D3D11_INTERNAL_TryInitializeDXGIDebug(D3D11Renderer *renderer)
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Refresh_LogWarn("Could not get IDXGIDebug interface");
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}
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/* FIXME: Actually do something with the info queue! */
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res = DXGIGetDebugInterfaceFunc(&D3D_IID_IDXGIInfoQueue, &renderer->dxgiInfoQueue);
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if (FAILED(res))
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{
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@ -3277,6 +3280,28 @@ tryCreateDevice:
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);
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ERROR_CHECK_RETURN("Could not get ID3D11Device1 interface", NULL);
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/* Set up the info queue */
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if (renderer->dxgiInfoQueue)
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{
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DXGI_INFO_QUEUE_MESSAGE_SEVERITY sevList[] =
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{
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DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION,
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DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR,
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DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING,
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// DXGI_INFO_QUEUE_MESSAGE_SEVERITY_INFO, /* This can be a bit much, so toggle as needed for debugging. */
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DXGI_INFO_QUEUE_MESSAGE_SEVERITY_MESSAGE
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};
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DXGI_INFO_QUEUE_FILTER filter = { 0 };
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filter.AllowList.NumSeverities = SDL_arraysize(sevList);
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filter.AllowList.pSeverityList = sevList;
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IDXGIInfoQueue_PushStorageFilter(
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renderer->dxgiInfoQueue,
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D3D_IID_DXGI_DEBUG_ALL,
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&filter
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);
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}
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/* Print driver info */
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Refresh_LogInfo("Refresh Driver: D3D11");
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Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
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