Hiding the last d3d spamming message, seems like a pile of work, and isn't actually blocking anything for the moment.
@@ -33,7 +33,9 @@ bool d3d_init() {
d3d_info = nullptr;
if (SUCCEEDED(d3dDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3d_info))) {
D3D11_MESSAGE_ID hide[] = {
- D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS, (D3D11_MESSAGE_ID)351
+ D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS,
+ (D3D11_MESSAGE_ID)351,
+ (D3D11_MESSAGE_ID)49, // TODO: Figure out the Flip model for backbuffers!
// Add more message IDs here as needed
};
