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Modernize RSX logging (rsx_log variable)
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parent
3c0bd821c8
commit
15391f45d0
57 changed files with 257 additions and 256 deletions
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@ -140,7 +140,7 @@ void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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if (m_shadow_sampled_textures & mask)
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{
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if (m_2d_sampled_textures & mask)
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LOG_ERROR(RSX, "Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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else
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samplerType = "sampler2DShadow";
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}
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@ -397,12 +397,12 @@ void GLFragmentProgram::Compile()
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char* buf = new char[infoLength]; // Buffer to store infoLog
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glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer
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LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console
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rsx_log.error("Failed to compile shader: %s", buf); // Write log to the console
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delete[] buf;
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}
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LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile
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rsx_log.notice("%s", shader); // Log the text of the shader that failed to compile
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Emu.Pause(); // Pause the emulator, we can't really continue from here
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}
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}
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@ -415,7 +415,7 @@ void GLFragmentProgram::Delete()
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{
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if (Emu.IsStopped())
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{
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LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
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rsx_log.warning("GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
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}
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else
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{
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