GS/GL: Properly name logs with GL prefix.

This commit is contained in:
lightningterror 2024-12-30 23:29:39 +01:00
parent d52f29dcd7
commit 18308b6525
1 changed files with 22 additions and 22 deletions

View File

@ -170,13 +170,13 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
m_gl_context = GLContext::Create(m_window_info, &error); m_gl_context = GLContext::Create(m_window_info, &error);
if (!m_gl_context) if (!m_gl_context)
{ {
Console.ErrorFmt("Failed to create any GL context: {}", error.GetDescription()); Console.ErrorFmt("GL: Failed to create any context: {}", error.GetDescription());
return false; return false;
} }
if (!m_gl_context->MakeCurrent()) if (!m_gl_context->MakeCurrent())
{ {
Console.Error("Failed to make GL context current"); Console.Error("GL: Failed to make context current");
return false; return false;
} }
@ -196,11 +196,11 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
if (!GSConfig.DisableShaderCache) if (!GSConfig.DisableShaderCache)
{ {
if (!m_shader_cache.Open()) if (!m_shader_cache.Open())
Console.Warning("Shader cache failed to open."); Console.Warning("GL: Shader cache failed to open.");
} }
else else
{ {
Console.WriteLn("Not using shader cache."); Console.WriteLn("GL: Not using shader cache.");
} }
// because of fbo bindings below... // because of fbo bindings below...
@ -544,7 +544,7 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
} }
else else
{ {
Console.Error("Failed to create texture upload buffer. Using slow path."); Console.Error("GL: Failed to create texture upload buffer. Using slow path.");
} }
} }
@ -617,17 +617,17 @@ bool GSDeviceOGL::CheckFeatures(bool& buggy_pbo)
if (std::strstr(vendor, "Advanced Micro Devices") || std::strstr(vendor, "ATI Technologies Inc.") || if (std::strstr(vendor, "Advanced Micro Devices") || std::strstr(vendor, "ATI Technologies Inc.") ||
std::strstr(vendor, "ATI")) std::strstr(vendor, "ATI"))
{ {
Console.WriteLn(Color_StrongRed, "OGL: AMD GPU detected."); Console.WriteLn(Color_StrongRed, "GL: AMD GPU detected.");
//vendor_id_amd = true; //vendor_id_amd = true;
} }
else if (std::strstr(vendor, "NVIDIA Corporation")) else if (std::strstr(vendor, "NVIDIA Corporation"))
{ {
Console.WriteLn(Color_StrongGreen, "OGL: NVIDIA GPU detected."); Console.WriteLn(Color_StrongGreen, "GL: NVIDIA GPU detected.");
vendor_id_nvidia = true; vendor_id_nvidia = true;
} }
else if (std::strstr(vendor, "Intel")) else if (std::strstr(vendor, "Intel"))
{ {
Console.WriteLn(Color_StrongBlue, "OGL: Intel GPU detected."); Console.WriteLn(Color_StrongBlue, "GL: Intel GPU detected.");
//vendor_id_intel = true; //vendor_id_intel = true;
} }
@ -706,13 +706,13 @@ bool GSDeviceOGL::CheckFeatures(bool& buggy_pbo)
// using the normal texture update routines and letting the driver take care of it. // using the normal texture update routines and letting the driver take care of it.
buggy_pbo = !GLAD_GL_VERSION_4_4 && !GLAD_GL_ARB_buffer_storage && !GLAD_GL_EXT_buffer_storage; buggy_pbo = !GLAD_GL_VERSION_4_4 && !GLAD_GL_ARB_buffer_storage && !GLAD_GL_EXT_buffer_storage;
if (buggy_pbo) if (buggy_pbo)
Console.Warning("Not using PBOs for texture uploads because buffer_storage is unavailable."); Console.Warning("GL: Not using PBOs for texture uploads because buffer_storage is unavailable.");
// Give the user the option to disable PBO usage for downloads. // Give the user the option to disable PBO usage for downloads.
// Most drivers seem to be faster with PBO. // Most drivers seem to be faster with PBO.
m_disable_download_pbo = Host::GetBoolSettingValue("EmuCore/GS", "DisableGLDownloadPBO", false); m_disable_download_pbo = Host::GetBoolSettingValue("EmuCore/GS", "DisableGLDownloadPBO", false);
if (m_disable_download_pbo) if (m_disable_download_pbo)
Console.Warning("Not using PBOs for texture downloads, this may reduce performance."); Console.Warning("GL: Not using PBOs for texture downloads, this may reduce performance.");
// optional features based on context // optional features based on context
m_features.broken_point_sampler = false; m_features.broken_point_sampler = false;
@ -751,7 +751,7 @@ bool GSDeviceOGL::CheckFeatures(bool& buggy_pbo)
const bool buggy_vs_expand = const bool buggy_vs_expand =
vendor_id_nvidia && (!GLAD_GL_ARB_bindless_texture && !GLAD_GL_NV_bindless_texture); vendor_id_nvidia && (!GLAD_GL_ARB_bindless_texture && !GLAD_GL_NV_bindless_texture);
if (buggy_vs_expand) if (buggy_vs_expand)
Console.Warning("Disabling vertex shader expand due to broken NVIDIA driver."); Console.Warning("GL: Disabling vertex shader expand due to broken NVIDIA driver.");
if (GLAD_GL_ARB_shader_storage_buffer_object) if (GLAD_GL_ARB_shader_storage_buffer_object)
{ {
@ -762,7 +762,7 @@ bool GSDeviceOGL::CheckFeatures(bool& buggy_pbo)
GLAD_GL_ARB_gpu_shader5); GLAD_GL_ARB_gpu_shader5);
} }
if (!m_features.vs_expand) if (!m_features.vs_expand)
Console.Warning("Vertex expansion is not supported. This will reduce performance."); Console.Warning("GL: Vertex expansion is not supported. This will reduce performance.");
GLint point_range[2] = {}; GLint point_range[2] = {};
glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, point_range); glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, point_range);
@ -774,7 +774,7 @@ bool GSDeviceOGL::CheckFeatures(bool& buggy_pbo)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
m_max_texture_size = std::max(1024u, static_cast<u32>(max_texture_size)); m_max_texture_size = std::max(1024u, static_cast<u32>(max_texture_size));
Console.WriteLn("Using %s for point expansion, %s for line expansion and %s for sprite expansion.", Console.WriteLn("GL: Using %s for point expansion, %s for line expansion and %s for sprite expansion.",
m_features.point_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"), m_features.point_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"),
m_features.line_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"), m_features.line_expand ? "hardware" : (m_features.vs_expand ? "vertex expanding" : "UNSUPPORTED"),
m_features.vs_expand ? "vertex expanding" : "CPU"); m_features.vs_expand ? "vertex expanding" : "CPU");
@ -798,7 +798,7 @@ void GSDeviceOGL::SetSwapInterval()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
if (!m_gl_context->SetSwapInterval(interval)) if (!m_gl_context->SetSwapInterval(interval))
WARNING_LOG("Failed to set swap interval to {}", interval); WARNING_LOG("GL: Failed to set swap interval to {}", interval);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
} }
@ -881,7 +881,7 @@ bool GSDeviceOGL::UpdateWindow()
if (!m_gl_context->ChangeSurface(m_window_info)) if (!m_gl_context->ChangeSurface(m_window_info))
{ {
Console.Error("Failed to change surface"); Console.Error("GL: Failed to change surface");
return false; return false;
} }
@ -920,7 +920,7 @@ void GSDeviceOGL::DestroySurface()
{ {
m_window_info = {}; m_window_info = {};
if (!m_gl_context->ChangeSurface(m_window_info)) if (!m_gl_context->ChangeSurface(m_window_info))
Console.Error("Failed to switch to surfaceless"); Console.Error("GL: Failed to switch to surfaceless");
} }
std::string GSDeviceOGL::GetDriverInfo() const std::string GSDeviceOGL::GetDriverInfo() const
@ -1336,7 +1336,7 @@ std::string GSDeviceOGL::GenGlslHeader(const std::string_view entry, GLenum type
std::string GSDeviceOGL::GetVSSource(VSSelector sel) std::string GSDeviceOGL::GetVSSource(VSSelector sel)
{ {
DevCon.WriteLn("Compiling new vertex shader with selector 0x%" PRIX64, sel.key); DevCon.WriteLn("GL: Compiling new vertex shader with selector 0x%" PRIX64, sel.key);
std::string macro = fmt::format("#define VS_FST {}\n", static_cast<u32>(sel.fst)) std::string macro = fmt::format("#define VS_FST {}\n", static_cast<u32>(sel.fst))
+ fmt::format("#define VS_IIP {}\n", static_cast<u32>(sel.iip)) + fmt::format("#define VS_IIP {}\n", static_cast<u32>(sel.iip))
@ -1350,7 +1350,7 @@ std::string GSDeviceOGL::GetVSSource(VSSelector sel)
std::string GSDeviceOGL::GetPSSource(const PSSelector& sel) std::string GSDeviceOGL::GetPSSource(const PSSelector& sel)
{ {
DevCon.WriteLn("Compiling new pixel shader with selector 0x%" PRIX64 "%08X", sel.key_hi, sel.key_lo); DevCon.WriteLn("GL: Compiling new pixel shader with selector 0x%" PRIX64 "%08X", sel.key_hi, sel.key_lo);
std::string macro = fmt::format("#define PS_FST {}\n", sel.fst) std::string macro = fmt::format("#define PS_FST {}\n", sel.fst)
+ fmt::format("#define PS_WMS {}\n", sel.wms) + fmt::format("#define PS_WMS {}\n", sel.wms)
@ -1834,7 +1834,7 @@ bool GSDeviceOGL::CompileFXAAProgram()
const std::optional<std::string> shader = ReadShaderSource("shaders/common/fxaa.fx"); const std::optional<std::string> shader = ReadShaderSource("shaders/common/fxaa.fx");
if (!shader.has_value()) if (!shader.has_value())
{ {
Console.Error("Failed to read fxaa.fs"); Console.Error("GL: Failed to read fxaa.fs");
return false; return false;
} }
@ -1842,7 +1842,7 @@ bool GSDeviceOGL::CompileFXAAProgram()
std::optional<GLProgram> prog = m_shader_cache.GetProgram(m_convert.vs, ps); std::optional<GLProgram> prog = m_shader_cache.GetProgram(m_convert.vs, ps);
if (!prog.has_value()) if (!prog.has_value())
{ {
Console.Error("Failed to compile FXAA fragment shader"); Console.Error("GL: Failed to compile FXAA fragment shader");
return false; return false;
} }
@ -2065,7 +2065,7 @@ bool GSDeviceOGL::CreateImGuiProgram()
const std::optional<std::string> glsl = ReadShaderSource("shaders/opengl/imgui.glsl"); const std::optional<std::string> glsl = ReadShaderSource("shaders/opengl/imgui.glsl");
if (!glsl.has_value()) if (!glsl.has_value())
{ {
Console.Error("Failed to read imgui.glsl"); Console.Error("GL: Failed to read imgui.glsl");
return false; return false;
} }
@ -2074,7 +2074,7 @@ bool GSDeviceOGL::CreateImGuiProgram()
GetShaderSource("ps_main", GL_FRAGMENT_SHADER, glsl.value())); GetShaderSource("ps_main", GL_FRAGMENT_SHADER, glsl.value()));
if (!prog.has_value()) if (!prog.has_value())
{ {
Console.Error("Failed to compile imgui shaders"); Console.Error("GL: Failed to compile imgui shaders");
return false; return false;
} }