diff --git a/GPU/D3D11/FramebufferManagerD3D11.cpp b/GPU/D3D11/FramebufferManagerD3D11.cpp index 5a532d9d9b..2aeb639b01 100644 --- a/GPU/D3D11/FramebufferManagerD3D11.cpp +++ b/GPU/D3D11/FramebufferManagerD3D11.cpp @@ -574,7 +574,7 @@ void FramebufferManagerD3D11::BindFramebufferAsColorTexture(int stage, VirtualFr } else if (framebuffer != currentRenderVfb_) { draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } else { - ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture to target"); + ERROR_LOG_REPORT_ONCE(d3d11SelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags); // Badness on D3D11 to bind the currently rendered-to framebuffer as a texture. ID3D11ShaderResourceView *view = nullptr; context_->PSSetShaderResources(stage, 1, &view); diff --git a/GPU/Vulkan/FramebufferVulkan.cpp b/GPU/Vulkan/FramebufferVulkan.cpp index f299fa6704..a2fe348305 100644 --- a/GPU/Vulkan/FramebufferVulkan.cpp +++ b/GPU/Vulkan/FramebufferVulkan.cpp @@ -450,7 +450,7 @@ VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, V draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW); } else { - ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target"); + ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags); // To do this safely in Vulkan, we need to use input attachments. return VK_NULL_HANDLE; }