mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 09:09:52 -06:00
Kill off replaceable usages of s[n]printf.
This commit is contained in:
@ -4,6 +4,7 @@
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#include <string>
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#include "Common/StringUtil.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoCommon/VideoConfig.h"
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@ -47,17 +48,16 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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if (FAILED(hr))
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{
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::string filename = StringFromFormat("%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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OpenFStream(file, filename, std::ios_base::out);
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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PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the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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szTemp,
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filename.c_str(),
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D3D::VertexShaderVersionString(),
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(char*)errorBuffer->GetBufferPointer());
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(const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -105,17 +105,16 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
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if (FAILED(hr))
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{
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_gs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::string filename = StringFromFormat("%sbad_gs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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OpenFStream(file, filename, std::ios_base::out);
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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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szTemp,
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filename.c_str(),
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D3D::GeometryShaderVersionString(),
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(char*)errorBuffer->GetBufferPointer());
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(const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -165,17 +164,16 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
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if (FAILED(hr))
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{
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_ps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::string filename = StringFromFormat("%sbad_ps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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OpenFStream(file, filename, std::ios_base::out);
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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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szTemp,
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filename.c_str(),
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D3D::PixelShaderVersionString(),
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(char*)errorBuffer->GetBufferPointer());
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(const char*)errorBuffer->GetBufferPointer());
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*blob = nullptr;
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errorBuffer->Release();
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@ -2,8 +2,11 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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@ -396,8 +399,7 @@ void PixelShaderCache::Init()
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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std::string cache_filename = StringFromFormat("%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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@ -2,8 +2,11 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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@ -143,8 +146,7 @@ void VertexShaderCache::Init()
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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std::string cache_filename = StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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@ -108,15 +108,18 @@ void InitBackendInfo()
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// TODO: These don't get updated on adapter change, yet
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if (adapter_index == g_Config.iAdapter)
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{
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char buf[32];
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std::vector<DXGI_SAMPLE_DESC> modes;
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modes = DX11::D3D::EnumAAModes(ad);
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std::string samples;
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std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
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for (unsigned int i = 0; i < modes.size(); ++i)
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{
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if (i == 0) sprintf_s(buf, 32, _trans("None"));
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else if (modes[i].Quality) sprintf_s(buf, 32, _trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
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else sprintf_s(buf, 32, _trans("%d samples"), modes[i].Count);
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g_Config.backend_info.AAModes.push_back(buf);
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if (i == 0)
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samples = _trans("None");
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else if (modes[i].Quality)
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samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
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else
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samples = StringFromFormat(_trans("%d samples"), modes[i].Count);
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g_Config.backend_info.AAModes.push_back(samples);
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}
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// Requires the earlydepthstencil attribute (only available in shader model 5)
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@ -5,6 +5,7 @@
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#include <string>
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#include "Common/MathUtil.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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@ -204,13 +205,14 @@ SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 componen
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, vcode.GetBuffer());
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, pcode.GetBuffer());
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std::string filename = StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, vcode.GetBuffer());
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filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, pcode.GetBuffer());
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}
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#endif
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@ -265,16 +267,16 @@ bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, cons
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GLchar* infoLog = new GLchar[length];
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glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
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file.close();
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if (linkStatus != GL_TRUE)
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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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szTemp,
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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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@ -319,21 +321,20 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : "PS", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp,
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"%sbad_%s_%04i.txt",
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std::string filename = StringFromFormat("%sbad_%s_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(),
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type==GL_VERTEX_SHADER ? "vs" : "ps",
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num_failures++);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << code << infoLog;
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file.close();
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if (compileStatus != GL_TRUE)
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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" : "pixel",
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szTemp,
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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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@ -405,8 +406,7 @@ void ProgramShaderCache::Init(void)
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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std::string cache_filename = StringFromFormat("%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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ProgramShaderCacheInserter inserter;
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@ -4,7 +4,10 @@
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// Fast image conversion using OpenGL shaders.
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "Core/HW/Memmap.h"
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@ -145,10 +148,9 @@ static SHADER &GetOrCreateEncodingShader(u32 format)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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{
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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std::string filename = StringFromFormat("%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, shader);
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SaveData(filename, shader);
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}
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#endif
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@ -3,10 +3,12 @@
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// Refer to the license.txt file included.
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#include <fstream>
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#include <string>
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#include <vector>
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#include "Common/FileUtil.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "VideoBackends/OGL/main.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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@ -185,27 +187,26 @@ void VertexManager::vFlush(bool useDstAlpha)
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{
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// save the shaders
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ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
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char strfile[255];
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sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::string filename = StringFromFormat("%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps;
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OpenFStream(fps, strfile, std::ios_base::out);
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OpenFStream(fps, filename, std::ios_base::out);
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fps << prog.shader.strpprog.c_str();
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sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs;
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OpenFStream(fvs, strfile, std::ios_base::out);
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OpenFStream(fvs, filename, std::ios_base::out);
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fvs << prog.shader.strvprog.c_str();
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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char str[128];
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sprintf(str, "%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::string filename = StringFromFormat("%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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g_renderer->SaveScreenshot(str, tr);
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g_renderer->SaveScreenshot(filename, tr);
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}
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#endif
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g_Config.iSaveTargetId++;
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@ -3,8 +3,10 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <string>
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#include "Common/Common.h"
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#include "Common/StringUtil.h"
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#include "Core/Core.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/Software/RasterFont.h"
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@ -126,30 +128,28 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
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void SWRenderer::DrawDebugText()
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{
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char debugtext_buffer[8192];
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char *p = debugtext_buffer;
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p[0] = 0;
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std::string debugtext;
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if (g_SWVideoConfig.bShowStats)
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{
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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debugtext += StringFromFormat("Objects: %i\n", swstats.thisFrame.numDrawnObjects);
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debugtext += StringFromFormat("Primitives: %i\n", swstats.thisFrame.numPrimatives);
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debugtext += StringFromFormat("Vertices Loaded: %i\n", swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
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p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
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p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
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p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
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debugtext += StringFromFormat("Triangles Input: %i\n", swstats.thisFrame.numTrianglesIn);
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debugtext += StringFromFormat("Triangles Rejected: %i\n", swstats.thisFrame.numTrianglesRejected);
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debugtext += StringFromFormat("Triangles Culled: %i\n", swstats.thisFrame.numTrianglesCulled);
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debugtext += StringFromFormat("Triangles Clipped: %i\n", swstats.thisFrame.numTrianglesClipped);
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debugtext += StringFromFormat("Triangles Drawn: %i\n", swstats.thisFrame.numTrianglesDrawn);
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p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
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p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
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p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
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debugtext += StringFromFormat("Rasterized Pix: %i\n", swstats.thisFrame.rasterizedPixels);
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debugtext += StringFromFormat("TEV Pix In: %i\n", swstats.thisFrame.tevPixelsIn);
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debugtext += StringFromFormat("TEV Pix Out: %i\n", swstats.thisFrame.tevPixelsOut);
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}
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// Render a shadow, and then the text.
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SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
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SWRenderer::RenderText(debugtext.c_str(), 21, 21, 0xDD000000);
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SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getColorTexture() {
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Reference in New Issue
Block a user