Massive fmtlib refactor

This commit is contained in:
Jack Andersen
2019-07-19 18:22:36 -10:00
parent b2bf7549f5
commit deefc8e995
38 changed files with 364 additions and 400 deletions

View File

@@ -184,7 +184,7 @@ class D3D11TextureS : public GraphicsDataNode<ITextureS> {
pxTilePitch = 4;
break;
default:
Log.report(logvisor::Fatal, "unsupported tex format");
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
}
CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
@@ -237,7 +237,7 @@ class D3D11TextureSA : public GraphicsDataNode<ITextureSA> {
pixelFmt = DXGI_FORMAT_R16_UNORM;
break;
default:
Log.report(logvisor::Fatal, "unsupported tex format");
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
}
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips, D3D11_BIND_SHADER_RESOURCE,
@@ -299,7 +299,7 @@ class D3D11TextureD : public GraphicsDataNode<ITextureD> {
m_pxPitch = 2;
break;
default:
Log.report(logvisor::Fatal, "unsupported tex format");
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
}
m_cpuSz = width * height * m_pxPitch;
@@ -388,9 +388,9 @@ class D3D11TextureR : public GraphicsDataNode<ITextureR> {
, m_colorBindCount(colorBindCount)
, m_depthBindCount(depthBindCount) {
if (colorBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many color bindings for render texture");
Log.report(logvisor::Fatal, fmt("too many color bindings for render texture"));
if (depthBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many depth bindings for render texture");
Log.report(logvisor::Fatal, fmt("too many depth bindings for render texture"));
if (samples == 0)
m_samples = 1;
@@ -776,7 +776,7 @@ struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
for (size_t i = 0; i < ubufCount; ++i) {
#ifndef NDEBUG
if (ubufOffs[i] % 256)
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding",
Log.report(logvisor::Fatal, fmt("non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding"),
int(i));
#endif
m_ubufFirstConsts[i] = ubufOffs[i] / 16;
@@ -786,7 +786,7 @@ struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
for (size_t i = 0; i < ubufCount; ++i) {
#ifndef NDEBUG
if (!ubufs[i])
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
Log.report(logvisor::Fatal, fmt("null uniform-buffer %d provided to newShaderDataBinding"), int(i));
#endif
m_ubufs.push_back(ubufs[i]);
}
@@ -1507,7 +1507,7 @@ void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self) {
if (D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>()) {
#ifndef NDEBUG
if (!csource->m_colorBindCount)
Log.report(logvisor::Fatal, "texture provided to resolveDisplay() must have at least 1 color binding");
Log.report(logvisor::Fatal, fmt("texture provided to resolveDisplay() must have at least 1 color binding"));
#endif
if (dataFactory->m_gamma != 1.f) {
@@ -1621,8 +1621,8 @@ std::vector<uint8_t> D3D11DataFactory::CompileHLSL(const char* source, PipelineS
ComPtr<ID3DBlob> blobOut;
if (FAILED(D3DCompilePROC(source, strlen(source), "Boo HLSL Source", nullptr, nullptr, "main",
D3DShaderTypes[int(stage)], BOO_D3DCOMPILE_FLAG, 0, &blobOut, &errBlob))) {
printf("%s\n", source);
Log.report(logvisor::Fatal, "error compiling shader: %s", errBlob->GetBufferPointer());
fmt::print(fmt("{}\n"), source);
Log.report(logvisor::Fatal, fmt("error compiling shader: %s"), errBlob->GetBufferPointer());
return {};
}
std::vector<uint8_t> ret(blobOut->GetBufferSize());