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authorLioncash <mathew1800@gmail.com>2020-12-02 13:17:27 -0500
committerLioncash <mathew1800@gmail.com>2020-12-02 13:38:33 -0500
commit139d4fc76e4ddf45179ca5ec5e42c52ef513ea4d (patch)
treea639ad5dfd8a1b85eb32d408e2068dce9f41ce00 /Source/Core/VideoBackends/OGL/Render.cpp
parent5abae61a8c7e0e4ac03bb8d3031793037e87fdd3 (diff)
General: Convert PanicAlerts over to fmt equivalent
Converts lingering panic alert calls over to the fmt-capable ones.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp39
1 files changed, 20 insertions, 19 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 04f0415547..042aaeaaa0 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -357,8 +357,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
// We want the ogl3 framebuffer instead of the ogl2 one for better blitting support.
// It's also compatible with the gles3 one.
- PanicAlert("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n"
- "GPU: Does your video card support OpenGL 3.0?");
+ PanicAlertFmtT("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n"
+ "GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
@@ -366,8 +366,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
// This extension is used to replace lots of pointer setting function.
// Also gles3 requires to use it.
- PanicAlert("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
- "GPU: Does your video card support OpenGL 3.0?");
+ PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
+ "GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
@@ -375,8 +375,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
// ogl3 buffer mapping for better streaming support.
// The ogl2 one also isn't in gles3.
- PanicAlert("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
- "GPU: Does your video card support OpenGL 3.0?");
+ PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n"
+ "GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
@@ -384,13 +384,13 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
// ubo allow us to keep the current constants on shader switches
// we also can stream them much nicer and pack into it whatever we want to
- PanicAlert("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n"
- "GPU: Does your video card support OpenGL 3.1?");
+ PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n"
+ "GPU: Does your video card support OpenGL 3.1?");
bSuccess = false;
}
else if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UBO))
{
- PanicAlert(
+ PanicAlertFmtT(
"Buggy GPU driver detected.\n"
"Please either install the closed-source GPU driver or update your Mesa 3D version.");
bSuccess = false;
@@ -400,8 +400,8 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
// Our sampler cache uses this extension. It could easyly be workaround and it's by far the
// highest requirement, but it seems that no driver lacks support for it.
- PanicAlert("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
- "GPU: Does your video card support OpenGL 3.3?");
+ PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
+ "GPU: Does your video card support OpenGL 3.3?");
bSuccess = false;
}
@@ -588,10 +588,10 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
{
if (GLExtensions::Version() < 300)
{
- PanicAlert("GPU: OGL ERROR: Need at least GLSL 1.30\n"
- "GPU: Does your video card support OpenGL 3.0?\n"
- "GPU: Your driver supports GLSL %s",
- (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
+ PanicAlertFmtT("GPU: OGL ERROR: Need at least GLSL 1.30\n"
+ "GPU: Does your video card support OpenGL 3.0?\n"
+ "GPU: Your driver supports GLSL {0}",
+ reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
bSuccess = false;
}
else if (GLExtensions::Version() == 300)
@@ -718,10 +718,11 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
// MSAA on default framebuffer isn't working because of glBlitFramebuffer.
// It also isn't useful as we don't render anything to the default framebuffer.
// We also try to get a non-msaa fb, so this only happens when forced by the driver.
- PanicAlertT("The graphics driver is forcibly enabling anti-aliasing for Dolphin. You need to "
- "turn this off in the graphics driver's settings in order for Dolphin to work.\n\n"
- "(MSAA with %d samples found on default framebuffer)",
- samples);
+ PanicAlertFmtT(
+ "The graphics driver is forcibly enabling anti-aliasing for Dolphin. You need to "
+ "turn this off in the graphics driver's settings in order for Dolphin to work.\n\n"
+ "(MSAA with {0} samples found on default framebuffer)",
+ samples);
bSuccess = false;
}