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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Use PanicAlertT instead of PanicAlert when appropriate
I tried to change messages that contained instructions for users, while avoiding messages that are so technical that most users wouldn't understand them even if they were in the right language.
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@ -54,10 +54,8 @@ bool CompileVertexShader(const std::string& code, D3DBlob** blob)
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file << code;
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file.close();
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PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s):\n%s",
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filename.c_str(),
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D3D::VertexShaderVersionString(),
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(const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile vertex shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::VertexShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -110,10 +108,8 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob, const D3D_SH
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file << code;
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file.close();
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PanicAlert("Failed to compile geometry shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s):\n%s",
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filename.c_str(),
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D3D::GeometryShaderVersionString(),
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(const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile geometry shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::GeometryShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -168,10 +164,8 @@ bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADE
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file << code;
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file.close();
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PanicAlert("Failed to compile pixel shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s):\n%s",
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filename.c_str(),
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D3D::PixelShaderVersionString(),
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(const char*)errorBuffer->GetBufferPointer());
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PanicAlert("Failed to compile pixel shader: %s\nDebug info (%s):\n%s",
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filename.c_str(), D3D::PixelShaderVersionString(), (const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -312,12 +312,10 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
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if (linkStatus != GL_TRUE)
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{
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PanicAlert("Failed to link shaders!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
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filename.c_str(),
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g_ogl_config.gl_vendor,
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version,
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infoLog);
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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(),
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g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, infoLog);
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}
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delete [] infoLog;
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@ -371,13 +369,11 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
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if (compileStatus != GL_TRUE)
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{
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PanicAlert("Failed to compile %s shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
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type == GL_VERTEX_SHADER ? "vertex" : type==GL_FRAGMENT_SHADER ? "pixel" : "geometry",
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filename.c_str(),
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g_ogl_config.gl_vendor,
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g_ogl_config.gl_renderer,
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g_ogl_config.gl_version,
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infoLog);
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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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type == GL_VERTEX_SHADER ? "vertex" : type==GL_FRAGMENT_SHADER ? "pixel" : "geometry",
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filename.c_str(),
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g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, infoLog);
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}
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delete[] infoLog;
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