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Text format correctness in the new ShaderCache errors.
[CL 2706229 by Mark Satterthwaite in Main branch]
This commit is contained in:
committed by
Mark.Satterthwaite@epicgames.com
parent
f7c6ed3f83
commit
7147d2be54
@@ -897,7 +897,7 @@ void FShaderCache::InternalSetSamplerState(EShaderFrequency Frequency, uint32 In
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{
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if ( bUseShaderDrawLog && !bIsPreDraw )
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{
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checkf(Index < GetFeatureLevelMaxTextureSamplers(GMaxRHIFeatureLevel), TEXT("Attempting to bind sampler at index %d which exceeds RHI max. %d"), Index, GetFeatureLevelMaxTextureSamplers(GMaxRHIFeatureLevel));
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checkf(Index < GetFeatureLevelMaxTextureSamplers(GMaxRHIFeatureLevel), TEXT("Attempting to bind sampler at index %u which exceeds RHI max. %d"), Index, GetFeatureLevelMaxTextureSamplers(GMaxRHIFeatureLevel));
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InvalidResourceCount -= (uint32)(CurrentDrawKey.SamplerStates[Frequency][Index] == FShaderDrawKey::InvalidState);
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if ( State )
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{
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@@ -908,7 +908,7 @@ void FShaderCache::InternalSetSamplerState(EShaderFrequency Frequency, uint32 In
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}
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else
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{
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid sampler %p to shader stage %d index %d, draw logging will be suspended until this is reset to a valid or null reference."), State, (uint32)Frequency, Index);
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid sampler %p to shader stage %u index %u, draw logging will be suspended until this is reset to a valid or null reference."), State, (uint32)Frequency, Index);
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CurrentDrawKey.SamplerStates[Frequency][Index] = FShaderDrawKey::InvalidState;
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InvalidResourceCount++;
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}
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@@ -925,7 +925,7 @@ void FShaderCache::InternalSetTexture(EShaderFrequency Frequency, uint32 Index,
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{
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if ( bUseShaderDrawLog && !bIsPreDraw )
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{
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checkf(Index < MaxResources, TEXT("Attempting to texture bind at index %d which exceeds RHI max. %d"), Index, MaxResources);
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checkf(Index < MaxResources, TEXT("Attempting to texture bind at index %u which exceeds RHI max. %d"), Index, MaxResources);
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InvalidResourceCount -= (uint32)(CurrentDrawKey.Resources[Frequency][Index] == FShaderDrawKey::InvalidState);
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if ( State )
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{
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@@ -946,7 +946,7 @@ void FShaderCache::InternalSetTexture(EShaderFrequency Frequency, uint32 Index,
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}
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else
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{
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid texture %p to shader stage %d index %d, draw logging will be suspended until this is reset to a valid or null reference."), State, (uint32)Frequency, Index);
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid texture %p to shader stage %u index %u, draw logging will be suspended until this is reset to a valid or null reference."), State, (uint32)Frequency, Index);
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CurrentDrawKey.Resources[Frequency][Index] = FShaderDrawKey::InvalidState;
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InvalidResourceCount++;
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}
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@@ -963,7 +963,7 @@ void FShaderCache::InternalSetSRV(EShaderFrequency Frequency, uint32 Index, FSha
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{
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if ( bUseShaderDrawLog && !bIsPreDraw )
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{
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checkf(Index < MaxResources, TEXT("Attempting to bind SRV at index %d which exceeds RHI max. %d"), Index, MaxResources);
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checkf(Index < MaxResources, TEXT("Attempting to bind SRV at index %u which exceeds RHI max. %d"), Index, MaxResources);
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InvalidResourceCount -= (uint32)(CurrentDrawKey.Resources[Frequency][Index] == FShaderDrawKey::InvalidState);
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if ( SRV )
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{
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@@ -975,7 +975,7 @@ void FShaderCache::InternalSetSRV(EShaderFrequency Frequency, uint32 Index, FSha
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}
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else
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{
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid SRV %p to shader stage %d index %d, draw logging will be suspended until this is reset to a valid or null reference."), SRV, (uint32)Frequency, Index);
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UE_LOG(LogShaders, Warning, TEXT("Binding invalid SRV %p to shader stage %u index %u, draw logging will be suspended until this is reset to a valid or null reference."), SRV, (uint32)Frequency, Index);
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CurrentDrawKey.Resources[Frequency][Index] = FShaderDrawKey::InvalidState;
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InvalidResourceCount++;
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}
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