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More consistent log messages
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1b27c3dec1
commit
755ceda4f9
@ -442,7 +442,7 @@ static void gl_cg_deinit_progs(void *data)
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if (!cg)
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return;
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RARCH_LOG("CG: Destroying programs.\n");
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RARCH_LOG("[CG]: Destroying programs.\n");
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cgGLUnbindProgram(cg->cgFProf);
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cgGLUnbindProgram(cg->cgVProf);
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@ -495,7 +495,7 @@ static void gl_cg_deinit_context_state(void *data)
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cg_shader_data_t *cg = (cg_shader_data_t*)data;
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if (cg->cgCtx)
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{
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RARCH_LOG("CG: Destroying context.\n");
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RARCH_LOG("[CG]: Destroying context.\n");
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cgDestroyContext(cg->cgCtx);
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}
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cg->cgCtx = NULL;
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@ -609,7 +609,7 @@ static void gl_cg_set_program_base_attrib(void *data, unsigned i)
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if (!semantic)
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continue;
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RARCH_LOG("CG: Found semantic \"%s\" in prog #%u.\n", semantic, i);
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RARCH_LOG("[CG]: Found semantic \"%s\" in prog #%u.\n", semantic, i);
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semantic_hash = djb2_calculate(semantic);
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@ -678,7 +678,7 @@ static bool gl_cg_load_plain(void *data, const char *path)
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if (string_is_empty(path))
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{
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RARCH_LOG("Loading stock Cg file.\n");
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RARCH_LOG("[CG]: Loading stock Cg file.\n");
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cg->prg[1] = cg->prg[0];
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}
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else
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@ -688,7 +688,7 @@ static bool gl_cg_load_plain(void *data, const char *path)
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program_info.combined = path;
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program_info.is_file = true;
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RARCH_LOG("Loading Cg file: %s\n", path);
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RARCH_LOG("[CG]: Loading Cg file: %s\n", path);
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strlcpy(cg->shader->pass[0].source.path, path,
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sizeof(cg->shader->pass[0].source.path));
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if (!gl_cg_compile_program(data, 1, &cg->prg[1], &program_info))
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@ -773,7 +773,7 @@ static bool gl_cg_load_shader(void *data, unsigned i)
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program_info.combined = cg->shader->pass[i].source.path;
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program_info.is_file = true;
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RARCH_LOG("Loading Cg shader: \"%s\".\n",
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RARCH_LOG("[CG]: Loading Cg shader: \"%s\".\n",
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cg->shader->pass[i].source.path);
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if (!gl_cg_compile_program(data, i + 1, &cg->prg[i + 1],&program_info))
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@ -791,7 +791,7 @@ static bool gl_cg_load_preset(void *data, const char *path)
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if (!gl_cg_load_stock(cg))
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return false;
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RARCH_LOG("Loading Cg meta-shader: %s\n", path);
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RARCH_LOG("[CG]: Loading Cg meta-shader: %s\n", path);
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conf = config_file_new(path);
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if (!conf)
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{
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@ -1044,8 +1044,8 @@ static void *gl_cg_init(void *data, const char *path)
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goto error;
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}
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RARCH_LOG("[Cg]: Vertex profile: %s\n", cgGetProfileString(cg->cgVProf));
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RARCH_LOG("[Cg]: Fragment profile: %s\n", cgGetProfileString(cg->cgFProf));
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RARCH_LOG("[CG]: Vertex profile: %s\n", cgGetProfileString(cg->cgVProf));
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RARCH_LOG("[CG]: Fragment profile: %s\n", cgGetProfileString(cg->cgFProf));
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cgGLSetOptimalOptions(cg->cgFProf);
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cgGLSetOptimalOptions(cg->cgVProf);
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cgGLEnableProfile(cg->cgFProf);
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@ -282,7 +282,7 @@ static bool gl_glsl_compile_shader(glsl_shader_data_t *glsl,
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}
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snprintf(version, sizeof(version), "#version %u\n", version_no);
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RARCH_LOG("[GL]: Using GLSL version %u.\n", version_no);
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RARCH_LOG("[GLSL]: Using GLSL version %u.\n", version_no);
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}
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source[0] = version;
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@ -334,7 +334,7 @@ static bool gl_glsl_compile_program(
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if (program_info->vertex)
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{
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RARCH_LOG("Found GLSL vertex shader.\n");
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RARCH_LOG("[GLSL]: Found GLSL vertex shader.\n");
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program->vprg = glCreateShader(GL_VERTEX_SHADER);
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if (!gl_glsl_compile_shader(
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@ -351,7 +351,7 @@ static bool gl_glsl_compile_program(
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if (program_info->fragment)
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{
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RARCH_LOG("Found GLSL fragment shader.\n");
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RARCH_LOG("[GLSL]: Found GLSL fragment shader.\n");
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program->fprg = glCreateShader(GL_FRAGMENT_SHADER);
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if (!gl_glsl_compile_shader(glsl, program->fprg,
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"#define FRAGMENT\n#define PARAMETER_UNIFORM\n", program_info->fragment))
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@ -365,7 +365,7 @@ static bool gl_glsl_compile_program(
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if (program_info->vertex || program_info->fragment)
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{
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RARCH_LOG("Linking GLSL program.\n");
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RARCH_LOG("[GLSL]: Linking GLSL program.\n");
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if (!gl_glsl_link_program(prog))
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goto error;
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@ -728,7 +728,7 @@ static void *gl_glsl_init(void *data, const char *path)
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(void)shader_support;
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#ifndef HAVE_OPENGLES
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RARCH_LOG("Checking GLSL shader support ...\n");
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RARCH_LOG("[GLSL]: Checking GLSL shader support ...\n");
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shader_support = glCreateProgram && glUseProgram && glCreateShader
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&& glDeleteShader && glShaderSource && glCompileShader && glAttachShader
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&& glDetachShader && glLinkProgram && glGetUniformLocation
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