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Add a namespace to OpenFStream
For consistency with the other functions in FileUtil.h.
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@ -54,7 +54,7 @@ bool CompileVertexShader(const std::string& code, D3DBlob** blob)
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std::string filename = StringFromFormat("%sbad_vs_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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@ -112,7 +112,7 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
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std::string filename = StringFromFormat("%sbad_gs_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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@ -169,7 +169,7 @@ bool CompilePixelShader(const std::string& code, D3DBlob** blob, const D3D_SHADE
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std::string filename = StringFromFormat("%sbad_ps_%04i.txt",
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File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << code;
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file.close();
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@ -310,7 +310,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
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std::string filename =
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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, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << vcode << s_glsl_header << pcode;
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if (!gcode.empty())
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file << s_glsl_header << gcode;
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@ -381,7 +381,7 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
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std::string filename =
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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, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << code;
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file << info_log;
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file.close();
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@ -448,7 +448,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& c
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std::string filename = StringFromFormat(
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"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << code << info_log;
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file.close();
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@ -179,13 +179,13 @@ void VertexManager::vFlush()
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std::string filename = StringFromFormat(
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"%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, filename, std::ios_base::out);
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File::OpenFStream(fps, filename, std::ios_base::out);
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fps << prog.shader.strpprog;
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filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs;
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OpenFStream(fvs, filename, std::ios_base::out);
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File::OpenFStream(fvs, filename, std::ios_base::out);
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fvs << prog.shader.strvprog;
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}
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#endif
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@ -131,7 +131,7 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
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"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), stage_filename, counter++);
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std::ofstream stream;
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OpenFStream(stream, filename, std::ios_base::out);
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File::OpenFStream(stream, filename, std::ios_base::out);
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if (stream.good())
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{
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stream << full_source_code << std::endl;
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@ -199,7 +199,7 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
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stage_filename, counter++);
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std::ofstream stream;
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OpenFStream(stream, filename, std::ios_base::out);
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File::OpenFStream(stream, filename, std::ios_base::out);
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if (stream.good())
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{
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stream << full_source_code << std::endl;
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