Add a namespace to OpenFStream

For consistency with the other functions in FileUtil.h.
This commit is contained in:
JosJuice
2017-01-15 22:46:43 +01:00
parent f09ceaa735
commit cf94ce6305
15 changed files with 24 additions and 24 deletions

View File

@ -54,7 +54,7 @@ bool CompileVertexShader(const std::string& code, D3DBlob** blob)
std::string filename = StringFromFormat("%sbad_vs_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
@ -112,7 +112,7 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
std::string filename = StringFromFormat("%sbad_gs_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();
@ -169,7 +169,7 @@ bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADE
std::string filename = StringFromFormat("%sbad_ps_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << code;
file.close();

View File

@ -310,7 +310,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
@ -381,7 +381,7 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code;
file << info_log;
file.close();
@ -448,7 +448,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& c
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << info_log;
file.close();

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@ -179,13 +179,13 @@ void VertexManager::vFlush()
std::string filename = StringFromFormat(
"%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps;
OpenFStream(fps, filename, std::ios_base::out);
File::OpenFStream(fps, filename, std::ios_base::out);
fps << prog.shader.strpprog;
filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
g_ActiveConfig.iSaveTargetId);
std::ofstream fvs;
OpenFStream(fvs, filename, std::ios_base::out);
File::OpenFStream(fvs, filename, std::ios_base::out);
fvs << prog.shader.strvprog;
}
#endif

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@ -131,7 +131,7 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), stage_filename, counter++);
std::ofstream stream;
OpenFStream(stream, filename, std::ios_base::out);
File::OpenFStream(stream, filename, std::ios_base::out);
if (stream.good())
{
stream << full_source_code << std::endl;
@ -199,7 +199,7 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
stage_filename, counter++);
std::ofstream stream;
OpenFStream(stream, filename, std::ios_base::out);
File::OpenFStream(stream, filename, std::ios_base::out);
if (stream.good())
{
stream << full_source_code << std::endl;