logging macros
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@@ -96,12 +96,12 @@ namespace Game
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bx::strCat(buffer, sizeof(buffer), FILENAME);
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bx::strCat(buffer, sizeof(buffer), ".bin");
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Log("Loading shader at %s", buffer);
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LOG("Loading shader at %s", buffer);
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const bgfx::Memory* mem = loadFile(buffer, true, 3);
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if (mem == nullptr)
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{
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Log("Failed to load shader %s", FILENAME);
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LOG_WARN("Failed to load shader %s", FILENAME);
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return {};
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}
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return bgfx::createShader(mem);
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@@ -120,13 +120,13 @@ namespace Game
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const bgfx::Memory* data = loadFile(_filePath.getCPtr());
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if (data == nullptr)
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{
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Log("Failed to find image %s", _filePath.getCPtr());
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LOG_WARN("Failed to find image %s", _filePath.getCPtr());
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return handle;
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}
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bimg::ImageContainer imageContainer;
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if (!bimg::imageParse(imageContainer, data->data, data->size, &err))
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{
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Log("Failed to load image %s", _filePath.getCPtr());
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LOG_WARN("Failed to load image %s", _filePath.getCPtr());
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return handle;
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}
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if (NULL != _orientation)
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@@ -223,7 +223,7 @@ namespace Game
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if (BX_COUNTOF(DitherData::DitherTex) < texPixelCount)
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{
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Log("Too many pixels: %llu", texPixelCount);
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LOG_ERROR("Too many pixels: %llu", texPixelCount);
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return;
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}
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@@ -327,8 +327,8 @@ namespace Game
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void GameRendering::Setup()
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{
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Log("--- RENDERING STARTUP ---");
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if (Instance != nullptr) Log("Warning, old rendering wasn't destroyed!");
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LOG("--- RENDERING STARTUP ---");
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if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!");
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Instance = this;
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SharedData& shared = GetShared();
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@@ -345,15 +345,15 @@ namespace Game
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LastWidth = shared.Window.WindowWidth;
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LastHeight = shared.Window.WindowHeight;
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Log("%i by %i", init.resolution.width, init.resolution.height);
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LOG("%i by %i", init.resolution.width, init.resolution.height);
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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LOG_ERROR("BGFX setup failed!");
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}
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else
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{
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Log("BGFX setup succeded!");
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LOG("BGFX setup succeded!");
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}
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// bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(MainViewID, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3399FFff, 1.0f, 0);
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@@ -371,7 +371,7 @@ namespace Game
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if (!ImGui_ImplSDL3_InitForOther(shared.Window.SDLWindow))
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{
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Log("Failed to set up imgui implementation!");
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LOG_ERROR("Failed to set up imgui implementation!");
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return;
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}
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@@ -442,7 +442,7 @@ namespace Game
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}
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else
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{
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Log("Failed to load shader!");
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LOG_WARN("Failed to load shader!");
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LastShaderLoadTime = -1.0f;
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}
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}
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@@ -532,7 +532,7 @@ namespace Game
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void GameRendering::Shutdown()
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{
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Log("--- RENDERING_SHUTDOWN ---");
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LOG("--- RENDERING_SHUTDOWN ---");
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ImGui::SaveIniSettingsToDisk("imgui.ini");
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const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&GetInstance().ImguiIniSize));
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assert(GetInstance().ImguiIniSize <= BX_COUNTOF(GameInstance::ImguiIni));
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