No behavioral change. This is intended to make the transition to fmt
less noisy in subsequent changes by combining insertions of multiple
string literals into one where applicable.
Begins the conversion of the shader generators over to using fmt
formatting specifiers.
This also has a benefit over the older StringFromFormat-based API in
that all formatted data is appended to the existing buffer rather than
creating a completely separate string and then appending it to the
internal string buffer.
Two of these arrays were stored within the save state when the exact
same data is constructed all the time.
We can just build this into the binary rather than the save state,
shrinking a little bit of the save state's overall size.
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.