Use fmt::format for LOGERROR

The format string can be checked at compile time. It will be easier to
transition to `std::format`.
This commit is contained in:
phosit committed 2026-10-05 20:29:26 +02:00
1 parent ba158aa3ff
commit 369a7e7e5d
115 files changed
+631 -454

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+31 -17
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@@ -196,7 +196,7 @@ bool PreprocessShaderFile(
CVFSFile file;
if (file.Load(g_VFS, path) != PSRETURN_OK)
{
LOGERROR("Failed to load shader file: '%s'", path.string8());
LOGERROR("Failed to load shader file: '{}'", path.string8());
return false;
}
@@ -210,7 +210,7 @@ bool PreprocessShaderFile(
CVFSFile includeFile;
if (includeFile.Load(g_VFS, includeFilePath) != PSRETURN_OK)
{
LOGERROR("Failed to load shader include file: '%s'", includeFilePath.string8());
LOGERROR("Failed to load shader include file: '{}'", includeFilePath.string8());
return false;
}
out = includeFile.GetAsString();
@@ -258,7 +258,7 @@ bool CompileGLSL(GLuint shader, const VfsPath& file, const CStr& code)
if (ok)
LOGMESSAGE("Info when compiling shader '{}':\n{}", file.string8(), infolog.get());
else
LOGERROR("Failed to compile shader '%s':\n%s", file.string8(), infolog.get());
LOGERROR("Failed to compile shader '{}':\n{}", file.string8(), infolog.get());
}
return ok;
@@ -326,7 +326,7 @@ CShaderProgram::CShaderProgram(
return;
if (source.empty())
{
LOGERROR("Failed to preprocess shader: '%s'", path.string8());
LOGERROR("Failed to preprocess shader: '{}'", path.string8());
return;
}
#if CONFIG2_GLES
@@ -398,7 +398,7 @@ bool CShaderProgram::Link(const VfsPath& path)
if (ok)
LOGMESSAGE("Info when linking program '{}':\n{}", path.string8(), infolog);
else
LOGERROR("Failed to link program '%s':\n%s", path.string8(), infolog);
LOGERROR("Failed to link program '{}':\n{}", path.string8(), infolog);
delete[] infolog;
}
@@ -574,7 +574,7 @@ bool CShaderProgram::Link(const VfsPath& path)
if (bindingSlot.elementType == 0)
{
LOGERROR("CShaderProgram::Link: unsupported uniform type: 0x%04x", static_cast<int>(type));
LOGERROR("CShaderProgram::Link: unsupported uniform type: 0x{:04x}", type);
}
#if !CONFIG2_GLES
@@ -724,7 +724,8 @@ GLuint CShaderProgram::GetStorageBuffer(const int32_t bindingSlot)
if (bindingSlot < 0 || bindingSlot >= static_cast<int32_t>(m_BindingSlots.size()))
return 0;
if (!m_BindingSlots[bindingSlot].isStorageBuffer)
LOGERROR("CShaderProgramGLSL::GetStorageBuffer(): Invalid slot (expected storage buffer): '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgramGLSL::GetStorageBuffer(): Invalid slot (expected storage buffer): "
"'{}'", m_BindingSlots[bindingSlot].name.string());
return m_BindingSlots[bindingSlot].location;
}
@@ -735,7 +736,8 @@ void CShaderProgram::SetUniform(const int32_t bindingSlot, const float value)
if (m_BindingSlots[bindingSlot].type != GL_FLOAT ||
m_BindingSlots[bindingSlot].size != 1)
{
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected float) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected float) '{}'",
m_BindingSlots[bindingSlot].name.string());
return;
}
glUniform1f(m_BindingSlots[bindingSlot].location, value);
@@ -750,7 +752,8 @@ void CShaderProgram::SetUniform(
if (m_BindingSlots[bindingSlot].type != GL_FLOAT_VEC2 ||
m_BindingSlots[bindingSlot].size != 1)
{
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected vec2) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected vec2) '{}'",
m_BindingSlots[bindingSlot].name.string());
return;
}
glUniform2f(m_BindingSlots[bindingSlot].location, valueX, valueY);
@@ -765,7 +768,8 @@ void CShaderProgram::SetUniform(
if (m_BindingSlots[bindingSlot].type != GL_FLOAT_VEC3 ||
m_BindingSlots[bindingSlot].size != 1)
{
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected vec3) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgramGLSL::SetUniform(): Invalid uniform type (expected vec3) '{}'",
m_BindingSlots[bindingSlot].name.string());
return;
}
glUniform3f(m_BindingSlots[bindingSlot].location, valueX, valueY, valueZ);
@@ -781,7 +785,8 @@ void CShaderProgram::SetUniform(
if (m_BindingSlots[bindingSlot].type != GL_FLOAT_VEC4 ||
m_BindingSlots[bindingSlot].size != 1)
{
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform type (expected vec4) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform type (expected vec4) '{}'",
m_BindingSlots[bindingSlot].name.string());
return;
}
glUniform4f(m_BindingSlots[bindingSlot].location, valueX, valueY, valueZ, valueW);
@@ -794,14 +799,16 @@ void CShaderProgram::SetUniform(
return;
if (m_BindingSlots[bindingSlot].elementType != GL_FLOAT)
{
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform element type (expected float) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform element type (expected float) '{}'",
m_BindingSlots[bindingSlot].name.string());
return;
}
if (m_BindingSlots[bindingSlot].size == 1 && m_BindingSlots[bindingSlot].elementCount > static_cast<GLint>(values.size()))
{
LOGERROR(
"CShaderProgram::SetUniform(): Invalid uniform element count (expected: %zu passed: %zu) '%s'",
m_BindingSlots[bindingSlot].elementCount, values.size(), m_BindingSlots[bindingSlot].name.c_str());
"CShaderProgram::SetUniform(): Invalid uniform element count (expected: {} passed: {}) "
"'{}'", m_BindingSlots[bindingSlot].elementCount, values.size(),
m_BindingSlots[bindingSlot].name.string());
return;
}
const GLint location = m_BindingSlots[bindingSlot].location;
@@ -834,7 +841,8 @@ void CShaderProgram::SetUniform(
glUniformMatrix4fv(location, size, GL_FALSE, values.data());
}
else
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform type (expected float, vec2, vec3, vec4, mat4) '%s'", m_BindingSlots[bindingSlot].name.c_str());
LOGERROR("CShaderProgram::SetUniform(): Invalid uniform type (expected float, vec2, vec3, "
"vec4, mat4) '{}'", m_BindingSlots[bindingSlot].name.string());
}
void CShaderProgram::VertexAttribPointer(
@@ -957,7 +965,10 @@ std::unique_ptr<CShaderProgram> CShaderProgram::Create(CDevice* device, const CS
const CStr streamName = attributes.GetNamedItem(at_name);
const CStr attributeName = attributes.GetNamedItem(at_attribute);
if (attributeName.empty())
LOGERROR("Empty attribute name in vertex shader description '%s'", vertexFile.string8().c_str());
{
LOGERROR("Empty attribute name in vertex shader description '{}'",
vertexFile.string8());
}
VertexAttributeStream stream =
VertexAttributeStream::UV7;
@@ -984,7 +995,10 @@ std::unique_ptr<CShaderProgram> CShaderProgram::Create(CDevice* device, const CS
else if (streamName == "uv7")
stream = VertexAttributeStream::UV7;
else
LOGERROR("Unknown stream '%s' in vertex shader description '%s'", streamName.c_str(), vertexFile.string8().c_str());
{
LOGERROR("Unknown stream '{}' in vertex shader description '{}'",
streamName, vertexFile.string8());
}
const int attributeLocation = GetAttributeLocationFromStream(device, stream);
vertexAttribs[CStrIntern(attributeName)] = attributeLocation;