mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 13:49:53 -06:00
Kill off replaceable usages of s[n]printf.
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@ -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PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the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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