mirror of
https://github.com/RetroDECK/Supermodel.git
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64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Error.cpp
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*
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* Error reporting for 3D renderer. There are some situations in which it is
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* appropriate to inform the user of an error during rendering. However, these
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* will frequently lead to an avalanche of error messages. Therefore, error
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* messages are managed by this interface, ensuring that they are displayed not
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* more than once per frame.
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*
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* Error functions can always be counted on to return FAIL, like ErrorLog().
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*/
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#include "Supermodel.h"
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// Error bit flags (must not conflict)
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#define ERROR_LOCAL_VERTEX_OVERFLOW 0x1
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#define ERROR_UNABLE_TO_CACHE_MODEL 0x2
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// Overflow in the local vertex buffer, which holds one model
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BOOL CRender3D::ErrorLocalVertexOverflow(void)
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{
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if ((errorMsgFlags&ERROR_LOCAL_VERTEX_OVERFLOW))
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return FAIL;
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errorMsgFlags |= ERROR_LOCAL_VERTEX_OVERFLOW;
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return ErrorLog("Overflow in local vertex buffer!");
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}
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// Model could not be cached, even after dumping display list and re-caching
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BOOL CRender3D::ErrorUnableToCacheModel(UINT32 modelAddr)
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{
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if ((errorMsgFlags&ERROR_UNABLE_TO_CACHE_MODEL))
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return FAIL;
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errorMsgFlags |= ERROR_UNABLE_TO_CACHE_MODEL;
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return ErrorLog("Encountered a model that was too large to cache (at %08X)!", modelAddr);
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}
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// Call this every frame to clear the error flag, allowing errors to be printed
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void CRender3D::ClearErrors(void)
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{
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errorMsgFlags = 0;
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} |