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Common: Migrate logging to fmt
Continues the migration of our code over to the fmt logger.
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@ -31,15 +31,15 @@ GLuint CompileProgram(const std::string& vertexShader, const std::string& fragme
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL vertex shader warnings:\n{}{}", stringBuffer, vertexShader);
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL vertex shader error:\n{}{}", stringBuffer, vertexShader);
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}
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else
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{
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INFO_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
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INFO_LOG_FMT(VIDEO, "GLSL vertex shader compiled:\n{}", vertexShader);
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}
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bool shader_errors = !Result;
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@ -55,15 +55,15 @@ GLuint CompileProgram(const std::string& vertexShader, const std::string& fragme
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL fragment shader warnings:\n{}{}", stringBuffer, fragmentShader);
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL fragment shader error:\n{}{}", stringBuffer, fragmentShader);
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}
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else
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{
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INFO_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
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INFO_LOG_FMT(VIDEO, "GLSL fragment shader compiled:\n{}", fragmentShader);
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}
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shader_errors |= !Result;
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@ -79,13 +79,12 @@ GLuint CompileProgram(const std::string& vertexShader, const std::string& fragme
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(),
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fragmentShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL linker warnings:\n{}{}{}", stringBuffer, vertexShader,
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fragmentShader);
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}
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else if (!Result && !shader_errors)
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{
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(),
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fragmentShader.c_str());
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ERROR_LOG_FMT(VIDEO, "GLSL linker error:\n{}{}{}", stringBuffer, vertexShader, fragmentShader);
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}
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#endif
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