mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
General: Convert PanicAlerts over to fmt equivalent
Converts lingering panic alert calls over to the fmt-capable ones.
This commit is contained in:
@ -48,11 +48,11 @@ static void SetPointer(u32 attrib, u32 stride, const AttributeFormat& format)
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GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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: NativeVertexFormat(vtx_decl)
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{
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u32 vertex_stride = vtx_decl.stride;
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const u32 vertex_stride = vtx_decl.stride;
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// We will not allow vertex components causing uneven strides.
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if (vertex_stride & 3)
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PanicAlert("Uneven vertex stride: %i", vertex_stride);
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PanicAlertFmt("Uneven vertex stride: {}", vertex_stride);
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VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
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@ -42,7 +42,7 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
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case AbstractTextureFormat::D32F_S8:
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return GL_DEPTH32F_STENCIL8;
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default:
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PanicAlert("Unhandled texture format.");
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PanicAlertFmt("Unhandled texture format.");
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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@ -216,12 +216,15 @@ void OGLTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8
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size_t buffer_size)
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{
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if (level >= m_config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", m_config.levels, level);
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if (width != std::max(1u, m_config.width >> level) ||
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height != std::max(1u, m_config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
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std::max(1u, m_config.width >> level), std::max(1u, m_config.height >> level), width,
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height);
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PanicAlertFmt("Texture only has {} levels, can't update level {}", m_config.levels, level);
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const auto expected_width = std::max(1U, m_config.width >> level);
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const auto expected_height = std::max(1U, m_config.height >> level);
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if (width != expected_width || height != expected_height)
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{
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PanicAlertFmt("Size of level {} must be {}x{}, but {}x{} requested", level, expected_width,
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expected_height, width, height);
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}
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const GLenum target = GetGLTarget();
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glActiveTexture(GL_MUTABLE_TEXTURE_INDEX);
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@ -368,10 +368,10 @@ bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, std::s
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file << "Video Backend: " + g_video_backend->GetDisplayName();
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file.close();
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PanicAlert("Failed to compile %s shader: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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prefix, filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log.c_str());
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PanicAlertFmt("Failed to compile {} shader: {}\n"
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"Debug info ({}, {}, {}):\n{}",
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prefix, filename, g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log);
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return false;
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}
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@ -413,10 +413,10 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, std::string_view vcod
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file << "Video Backend: " + g_video_backend->GetDisplayName();
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file.close();
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PanicAlert("Failed to link shaders: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log.c_str());
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PanicAlertFmt("Failed to link shaders: {}\n"
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"Debug info ({}, {}, {}):\n{}",
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filename, g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log);
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return false;
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}
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@ -847,7 +847,7 @@ bool SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
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static_cast<Renderer*>(g_renderer.get())->GetMainGLContext()->CreateSharedContext();
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if (!context)
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{
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PanicAlert("Failed to create shared context for shader compiling.");
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PanicAlertFmt("Failed to create shared context for shader compiling.");
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return false;
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}
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@ -357,8 +357,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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// We want the ogl3 framebuffer instead of the ogl2 one for better blitting support.
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// It's also compatible with the gles3 one.
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PanicAlert("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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PanicAlertFmtT("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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@ -366,8 +366,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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// This extension is used to replace lots of pointer setting function.
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// Also gles3 requires to use it.
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PanicAlert("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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@ -375,8 +375,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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// ogl3 buffer mapping for better streaming support.
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// The ogl2 one also isn't in gles3.
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PanicAlert("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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@ -384,13 +384,13 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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// ubo allow us to keep the current constants on shader switches
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// we also can stream them much nicer and pack into it whatever we want to
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PanicAlert("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n"
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"GPU: Does your video card support OpenGL 3.1?");
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PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n"
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"GPU: Does your video card support OpenGL 3.1?");
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bSuccess = false;
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}
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else if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UBO))
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{
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PanicAlert(
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PanicAlertFmtT(
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"Buggy GPU driver detected.\n"
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"Please either install the closed-source GPU driver or update your Mesa 3D version.");
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bSuccess = false;
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@ -400,8 +400,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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// Our sampler cache uses this extension. It could easyly be workaround and it's by far the
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// highest requirement, but it seems that no driver lacks support for it.
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PanicAlert("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
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"GPU: Does your video card support OpenGL 3.3?");
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PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
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"GPU: Does your video card support OpenGL 3.3?");
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bSuccess = false;
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}
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@ -588,10 +588,10 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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{
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if (GLExtensions::Version() < 300)
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{
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PanicAlert("GPU: OGL ERROR: Need at least GLSL 1.30\n"
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"GPU: Does your video card support OpenGL 3.0?\n"
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"GPU: Your driver supports GLSL %s",
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(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
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PanicAlertFmtT("GPU: OGL ERROR: Need at least GLSL 1.30\n"
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"GPU: Does your video card support OpenGL 3.0?\n"
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"GPU: Your driver supports GLSL {0}",
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reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
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bSuccess = false;
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}
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else if (GLExtensions::Version() == 300)
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@ -718,10 +718,11 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
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// MSAA on default framebuffer isn't working because of glBlitFramebuffer.
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// It also isn't useful as we don't render anything to the default framebuffer.
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// We also try to get a non-msaa fb, so this only happens when forced by the driver.
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PanicAlertT("The graphics driver is forcibly enabling anti-aliasing for Dolphin. You need to "
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"turn this off in the graphics driver's settings in order for Dolphin to work.\n\n"
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"(MSAA with %d samples found on default framebuffer)",
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samples);
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PanicAlertFmtT(
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"The graphics driver is forcibly enabling anti-aliasing for Dolphin. You need to "
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"turn this off in the graphics driver's settings in order for Dolphin to work.\n\n"
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"(MSAA with {0} samples found on default framebuffer)",
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samples);
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bSuccess = false;
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}
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@ -123,15 +123,15 @@ bool VideoBackend::InitializeGLExtensions(GLContext* context)
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{
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// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
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// extensions
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PanicAlert("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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PanicAlertFmtT("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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return false;
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}
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if (GLExtensions::Version() < 300)
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{
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// integer vertex attributes require a gl3 only function
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PanicAlert("GPU: OGL ERROR: Need OpenGL version 3.\n"
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"GPU: Does your video card support OpenGL 3?");
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PanicAlertFmtT("GPU: OGL ERROR: Need OpenGL version 3.\n"
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"GPU: Does your video card support OpenGL 3?");
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return false;
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}
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@ -147,9 +147,9 @@ bool VideoBackend::FillBackendInfo()
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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if (numvertexattribs < 16)
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{
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PanicAlert("GPU: OGL ERROR: Number of attributes %d not enough.\n"
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"GPU: Does your video card support OpenGL 2.x?",
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numvertexattribs);
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PanicAlertFmtT("GPU: OGL ERROR: Number of attributes {0} not enough.\n"
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"GPU: Does your video card support OpenGL 2.x?",
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numvertexattribs);
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return false;
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}
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@ -159,7 +159,7 @@ bool VideoBackend::FillBackendInfo()
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g_Config.backend_info.MaxTextureSize = static_cast<u32>(max_texture_size);
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if (max_texture_size < 1024)
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{
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PanicAlert("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.", max_texture_size);
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PanicAlertFmtT("GL_MAX_TEXTURE_SIZE is {0} - must be at least 1024.", max_texture_size);
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return false;
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}
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@ -193,7 +193,7 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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!g_texture_cache->Initialize())
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{
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PanicAlert("Failed to initialize renderer classes");
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PanicAlertFmtT("Failed to initialize renderer classes");
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Shutdown();
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return false;
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}
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