Now that we have an actual interface to manage things, we can stop
duplicating the calls to to the pixel shader manager and remove the
need to remember to actually do so when disabling or enabling the
bounding box.
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
Previously the logging was a in a little bit of a disarray. Some things
were in namespaces, and other things were not.
Given this code will feature a bit of restructuring during the
transition over to fmt, this is a good time to unify it under a single
namespace and also remove functions and types from the global namespace.
Now, all functions and types are under the Common::Log namespace. The
only outliers being, of course, the preprocessor macros.
We must set Java_GCAdapter.manager before the GC adapter thread (C++)
starts. We used to set it at emulation start, which was fine until
9f3f45a made the GC adapter thread start much earlier.
Fixes using DirectoryBlob on extracted games that were unencrypted
prior to being extracted.
(One day I'll make DirectoryBlob actually support raw reads and then
the order of these two won't matter...)
Continues the migration to using fmt.
Notably, this allows safely converting a map within USBUtils over to
containing string view instances, rather than std::string instances, as
fmt safely handles the formatting of string views.
Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).
Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:
- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
the shader generators.
Because trying to fit a 3:1 banner into a circle looks very awkward.
Also move the banner below the title/description now that it
takes up more space horizontally.