Modernize RSX logging (rsx_log variable)

This commit is contained in:
Nekotekina 2020-02-01 11:07:25 +03:00
parent 3c0bd821c8
commit 15391f45d0
57 changed files with 257 additions and 256 deletions

View file

@ -140,7 +140,7 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
if (m_shadow_sampled_textures & mask)
{
if (m_2d_sampled_textures & mask)
LOG_ERROR(RSX, "Texture unit %d is sampled as both a shadow texture and a depth texture", index);
rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
else
samplerType = "sampler2DShadow";
}
@ -397,12 +397,12 @@ void GLFragmentProgram::Compile()
char* buf = new char[infoLength]; // Buffer to store infoLog
glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer
LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console
rsx_log.error("Failed to compile shader: %s", buf); // Write log to the console
delete[] buf;
}
LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile
rsx_log.notice("%s", shader); // Log the text of the shader that failed to compile
Emu.Pause(); // Pause the emulator, we can't really continue from here
}
}
@ -415,7 +415,7 @@ void GLFragmentProgram::Delete()
{
if (Emu.IsStopped())
{
LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
rsx_log.warning("GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
}
else
{