debug: Make Instance sorting easier.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-02-18 14:48:07 +01:00
parent df11b5ba5a
commit bcdac3180a
1 changed files with 2 additions and 2 deletions

View File

@ -132,7 +132,7 @@ static bool vkd3d_shader_debug_ring_print_message(struct vkd3d_shader_debug_ring
/* We got this from our internal debug shaders. Pretty-print.
* TODO: Might consider a callback system that listeners from different subsystems can listen to and print their own messages,
* but that is overengineering at this time ... */
snprintf(message_buffer, sizeof(message_buffer), "ExecuteIndirect: Instance %u, Debug tag %u, DrawID %u (ThreadID %u): ",
snprintf(message_buffer, sizeof(message_buffer), "ExecuteIndirect: Instance %010u, Debug tag %u, DrawID %u (ThreadID %u): ",
debug_instance, debug_thread_id[0], debug_thread_id[1], debug_thread_id[2]);
if (message_word_count == 2)
@ -181,7 +181,7 @@ static bool vkd3d_shader_debug_ring_print_message(struct vkd3d_shader_debug_ring
}
else
{
snprintf(message_buffer, sizeof(message_buffer), "Shader: %"PRIx64": Instance %u, ID (%u, %u, %u):",
snprintf(message_buffer, sizeof(message_buffer), "Shader: %"PRIx64": Instance %010u, ID (%u, %u, %u):",
shader_hash, debug_instance,
debug_thread_id[0], debug_thread_id[1], debug_thread_id[2]);