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mirror of https://github.com/libretro/RetroArch synced 2024-07-08 12:15:49 +00:00

Logging cleanups (#13579)

This commit is contained in:
Tony 2022-01-31 19:05:23 +02:00 committed by GitHub
parent c092fa33e1
commit 6d5d2e722d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 93 additions and 93 deletions

View File

@ -124,7 +124,7 @@ bool glslang_read_shader_file(const char *path,
/* Read file contents */
if (!filestream_read_file(path, (void**)&buf, &buf_len))
{
RARCH_ERR("Failed to open shader file: \"%s\".\n", path);
RARCH_ERR("[slang]: Failed to open shader file: \"%s\".\n", path);
return false;
}
@ -158,7 +158,7 @@ bool glslang_read_shader_file(const char *path,
if (strncmp("#version ", line, STRLEN_CONST("#version ")))
{
RARCH_ERR("First line of the shader must contain a valid "
RARCH_ERR("[slang]: First line of the shader must contain a valid "
"#version string.\n");
goto error;
}
@ -201,7 +201,7 @@ bool glslang_read_shader_file(const char *path,
if (string_is_empty(include_file))
{
RARCH_ERR("Invalid include statement \"%s\".\n", line);
RARCH_ERR("[slang]: Invalid include statement \"%s\".\n", line);
goto error;
}

View File

@ -145,8 +145,8 @@ static enum gfx_wrap_type wrap_str_to_mode(const char *wrap_mode)
else if (string_is_equal(wrap_mode, "mirrored_repeat"))
return RARCH_WRAP_MIRRORED_REPEAT;
RARCH_WARN("[Shaders]: Invalid wrapping type %s. Valid ones are: clamp_to_border"
" (default), clamp_to_edge, repeat and mirrored_repeat. Falling back to default.\n",
RARCH_WARN("[Shaders]: Invalid wrapping type \"%s\". Valid ones are: \"clamp_to_border\" "
"(default), \"clamp_to_edge\", \"repeat\" and \"mirrored_repeat\". Falling back to default.\n",
wrap_mode);
return RARCH_WRAP_DEFAULT;
}
@ -194,7 +194,7 @@ static bool video_shader_parse_pass(config_file_t *conf,
snprintf(shader_name, sizeof(shader_name), "shader%u", i);
if (!config_get_path(conf, shader_name, tmp_path, sizeof(tmp_path)))
{
RARCH_ERR("[Shaders]: Couldn't parse shader source (%s).\n", shader_name);
RARCH_ERR("[Shaders]: Couldn't parse shader source \"%s\".\n", shader_name);
return false;
}
@ -281,7 +281,7 @@ static bool video_shader_parse_pass(config_file_t *conf,
scale->type_x = RARCH_SCALE_ABSOLUTE;
else
{
RARCH_ERR("[Shaders]: Invalid attribute.\n");
RARCH_ERR("[Shaders]: Invalid attribute: \"%s\".\n", scale_type_x);
return false;
}
}
@ -296,7 +296,7 @@ static bool video_shader_parse_pass(config_file_t *conf,
scale->type_y = RARCH_SCALE_ABSOLUTE;
else
{
RARCH_ERR("[Shaders]: Invalid attribute.\n");
RARCH_ERR("[Shaders]: Invalid attribute: \"%s\".\n", scale_type_y);
return false;
}
}
@ -401,7 +401,7 @@ static bool video_shader_parse_textures(config_file_t *conf,
if (!(entry = config_get_entry(conf, id)) ||
string_is_empty(entry->value))
{
RARCH_ERR("[Shaders]: Cannot find path to texture \"%s\" ...\n",
RARCH_ERR("[Shaders]: Cannot find path to texture \"%s\"..\n",
id);
free(textures);
return false;
@ -490,7 +490,7 @@ bool video_shader_resolve_parameters(struct video_shader *shader)
/* Find all parameters in our shaders. */
RARCH_DBG("[Shaders]: Finding Parameters in Shader Passes (#pragma parameter)\n");
RARCH_DBG("[Shaders]: Finding parameters in shader passes (#pragma parameter)..\n");
for (i = 0; i < shader->passes; i++)
{
@ -573,7 +573,7 @@ bool video_shader_resolve_parameters(struct video_shader *shader)
param->pass = i;
RARCH_DBG("[Shaders]: Found #pragma parameter %s (%s) %f %f %f %f in pass %d\n",
RARCH_DBG("[Shaders]: Found #pragma parameter %s (%s) %f %f %f %f in pass %d.\n",
param->desc, param->id, param->initial,
param->minimum, param->maximum, param->step, param->pass);
param->current = param->initial;
@ -609,7 +609,7 @@ bool video_shader_load_current_parameter_values(
if (!conf)
{
RARCH_ERR("[Shaders]: Load Parameter Values - Config is Null.\n");
RARCH_ERR("[Shaders]: Load parameter values - No config.\n");
return false;
}
@ -628,15 +628,15 @@ bool video_shader_load_current_parameter_values(
/* Log the message for loading parameter values only once*/
if (!load_parameter_message_shown)
{
RARCH_DBG("[Shaders]: Loading base parameter values\n");
RARCH_DBG("[Shaders]: Loading base parameter values..\n");
load_parameter_message_shown = true;
}
/* Log each parameter read */
if (config_get_float(conf, shader->parameters[i].id, &parameter->current))
RARCH_DBG("[Shaders]: Load parameter value: %s = %f.\n", shader->parameters[i].id, parameter->current);
RARCH_DBG("[Shaders]: Load parameter value: \"%s\" = %f.\n", shader->parameters[i].id, parameter->current);
else
RARCH_WARN("[Shaders]: Load parameter value: name %s is set in preset but couldn't load its value.\n",
RARCH_WARN("[Shaders]: Load parameter value: \"%s\" is set in preset but couldn't load its value.\n",
shader->parameters[i].id);
}
}
@ -735,7 +735,7 @@ static bool video_shader_write_root_preset(const struct video_shader *shader,
goto end;
}
RARCH_DBG("[Shaders]: Saving FULL PRESET to: %s\n", path);
RARCH_DBG("[Shaders]: Saving full preset to: \"%s\".\n", path);
config_set_int(conf, "shaders", shader->passes);
if (shader->feedback_pass >= 0)
@ -878,7 +878,7 @@ static config_file_t *video_shader_get_root_preset_config(const char *path)
* like more than enough depth for expected usage */
if (reference_depth > SHADER_MAX_REFERENCE_DEPTH)
{
RARCH_ERR("[Shaders] - Get Root Preset - Exceeded maximum reference depth(%u) without finding a full preset. "
RARCH_ERR("[Shaders]: Get root preset - Exceeded maximum reference depth (%u) without finding a full preset. "
"This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH);
config_file_free(conf);
conf = NULL;
@ -895,7 +895,7 @@ static config_file_t *video_shader_get_root_preset_config(const char *path)
/* If we can't read the reference preset */
if (!conf)
{
RARCH_WARN("[Shaders]: Could not read shader preset in #reference line: %s\n", nested_reference_path);
RARCH_WARN("[Shaders]: Could not read shader preset in #reference line: \"%s\".\n", nested_reference_path);
goto end;
}
@ -947,7 +947,7 @@ static bool video_shader_check_reference_chain_for_save(
if (!conf)
{
RARCH_ERR("[Shaders]: Could not read the #reference preset: %s\n", reference_path);
RARCH_ERR("[Shaders]: Could not read the #reference preset: \"%s\".\n", reference_path);
return_val = false;
}
else
@ -960,7 +960,7 @@ static bool video_shader_check_reference_chain_for_save(
* the next reference because we are likely in a self referential loop. */
if (reference_depth > SHADER_MAX_REFERENCE_DEPTH)
{
RARCH_ERR("[Shaders] - Check Reference Chain for Save - Exceeded maximum reference depth(%u) without "
RARCH_ERR("[Shaders]: Check reference chain for save - Exceeded maximum reference depth(%u) without "
"finding a full preset. This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH);
return_val = false;
break;
@ -973,14 +973,14 @@ static bool video_shader_check_reference_chain_for_save(
* self-referential / cyclical and we can't save this as a simple preset*/
if (string_is_equal(nested_reference_path, path_to_save_conformed))
{
RARCH_WARN("[Shaders]: Saving preset:\n"
" %s\n"
" With a #reference of:\n"
" %s\n"
" Would create a cyclical reference in preset:\n"
" %s\n"
" Which already references preset:\n"
" %s\n\n",
RARCH_WARN("[Shaders]: Saving preset:\n"
" \"%s\"\n"
" With a #reference of:\n"
" \"%s\"\n"
" Would create a cyclical reference in preset:\n"
" \"%s\"\n"
" Which already references preset:\n"
" \"%s\"\n",
path_to_save_conformed, reference_path, conf->path, nested_reference_path);
return_val = false;
break;
@ -993,8 +993,8 @@ static bool video_shader_check_reference_chain_for_save(
/* If we can't read the reference preset */
if (!conf)
{
RARCH_WARN("[Shaders]: Could not read shader preset"
" in #reference line: %s\n", nested_reference_path);
RARCH_WARN("[Shaders]: Could not read shader preset "
"in #reference line: \"%s\".\n", nested_reference_path);
return_val = false;
break;
}
@ -1063,7 +1063,7 @@ static bool video_shader_write_referenced_preset(
/* If there is no initial preset path loaded */
if (string_is_empty(shader->loaded_preset_path))
{
RARCH_WARN("[Shaders]: Saving Full Preset because the loaded Shader"
RARCH_WARN("[Shaders]: Saving full preset because the loaded shader "
"does not have "
"a path to a previously loaded preset file on disk.\n");
goto end;
@ -1076,9 +1076,9 @@ static bool video_shader_write_referenced_preset(
"retroarch",
STRLEN_CONST("retroarch")))
{
RARCH_WARN("[Shaders]: Saving Full Preset because we can't save"
" a reference to the "
"ever-changing retroarch preset.\n");
RARCH_WARN("[Shaders]: Saving full preset because "
"a reference to the "
"ever-changing retroarch preset can't be saved.\n");
goto end;
}
@ -1092,8 +1092,8 @@ static bool video_shader_write_referenced_preset(
* it isn't there anymore */
if (!reference_conf)
{
RARCH_WARN("[Shaders]: Saving Full Preset because the initially"
" loaded preset can't be loaded. "
RARCH_WARN("[Shaders]: Saving full preset because the initially "
"loaded preset can't be loaded. "
"It was likely renamed or deleted.\n");
goto end;
}
@ -1181,9 +1181,9 @@ static bool video_shader_write_referenced_preset(
/* If the config referenced is a full preset */
else
{
RARCH_WARN("[Shaders]: Saving Full Preset because we can't"
" save a preset which "
"would reference itself.\n");
RARCH_WARN("[Shaders]: Saving full preset because "
"a preset which "
"would reference itself can't be saved.\n");
goto end;
}
}
@ -1193,9 +1193,9 @@ static bool video_shader_write_referenced_preset(
else
{
/* We can't save a reference to ourselves */
RARCH_WARN("[Shaders]: Saving Full Preset because we can't save"
" a preset which "
"would reference itself.\n");
RARCH_WARN("[Shaders]: Saving full preset because "
"a preset which "
"would reference itself can't be saved.\n");
goto end;
}
}
@ -1205,22 +1205,22 @@ static bool video_shader_write_referenced_preset(
if (!video_shader_check_reference_chain_for_save(
path_to_save_conformed, path_to_reference))
{
RARCH_WARN("[Shaders]: Saving Full Preset because saving a"
" Simple Preset would result "
"in a cyclical reference, or a preset in the reference"
" chain could not be read.\n");
RARCH_WARN("[Shaders]: Saving full preset because saving a "
"simple preset would result "
"in a cyclical reference, or a preset in the reference "
"chain could not be read.\n");
goto end;
}
RARCH_DBG("[Shaders]: Reading Preset to Compare with"
" Current Values: %s\n", path_to_save_conformed);
RARCH_DBG("[Shaders]: Reading preset to compare with "
"current values: \"%s\".\n", path_to_save_conformed);
/* Load the preset referenced in the preset into the shader */
if (!video_shader_load_preset_into_shader(path_to_reference,
referenced_shader))
{
RARCH_WARN("[Shaders]: Saving Full Preset because we could"
" not load the preset from the #reference line: %s.\n",
RARCH_WARN("[Shaders]: Saving full preset because "
"the preset could not be loaded from #reference line: \"%s\".\n",
path_to_reference);
goto end;
}
@ -1251,9 +1251,9 @@ static bool video_shader_write_referenced_preset(
/* Check number of passes match */
if (shader->passes != referenced_shader->passes)
{
RARCH_WARN("[Shaders]: passes (Number of Passes) "
"Current Value doesn't match Referenced Value"
" - Full Preset will be Saved instead of Simple Preset\n");
RARCH_WARN("[Shaders]: Passes (number of passes) "
"- Current value doesn't match referenced value "
"- Full preset will be saved instead of simple preset.\n");
continue_saving_reference = false;
}
@ -1396,8 +1396,8 @@ static bool video_shader_write_referenced_preset(
if (!continue_saving_reference)
{
#ifdef DEBUG
RARCH_WARN(" Current Value doesn't match Referenced Value -"
" Full Preset Will be Saved instead of Simple Preset\n");
RARCH_WARN("[Shaders]: Current value doesn't match referenced value "
"- Full preset will be saved instead of simple preset.\n");
#endif
goto end;
}
@ -1437,7 +1437,7 @@ static bool video_shader_write_referenced_preset(
pathname_make_slashes_portable(path_for_save);
config_set_string(conf, shader->lut[i].id, path_for_save);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Texture override %s = %s.\n",
RARCH_DBG("[Shaders]: Texture override \"%s\" = \"%s\".\n",
shader->lut[i].id, path_for_save);
#endif
@ -1447,7 +1447,7 @@ static bool video_shader_write_referenced_preset(
}
/* Write the file, return will be true if successful */
RARCH_DBG("[Shaders]: Saving simple preset to: %s\n",
RARCH_DBG("[Shaders]: Saving simple preset to: \"%s\"\n",
path_to_save_conformed);
ret = config_file_write(conf, path_to_save_conformed, false);
@ -1566,12 +1566,12 @@ static bool video_shader_load_root_config_into_shader(
video_shader_load_current_parameter_values(conf, shader);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Number of Passes: %u\n", shader->passes);
RARCH_DBG("[Shaders]: Number of Textures: %u\n", shader->luts);
RARCH_DBG("[Shaders]: Number of passes: %u\n", shader->passes);
RARCH_DBG("[Shaders]: Number of textures: %u\n", shader->luts);
/* Log Texture Names & Paths */
for (i = 0; i < shader->luts; i++)
RARCH_DBG("[Shaders]: %s = %s.\n", shader->lut[i].id,
RARCH_DBG("[Shaders]: \"%s\" = \"%s\".\n", shader->lut[i].id,
shader->lut[i].path);
#endif
@ -1622,7 +1622,7 @@ static bool override_shader_values(config_file_t *override_conf,
&parameter->current);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Parameter: %s = %f.\n",
RARCH_DBG("[Shaders]: Parameter: \"%s\" = %f.\n",
shader->parameters[i].id,
shader->parameters[i].current);
#endif
@ -1661,7 +1661,7 @@ static bool override_shader_values(config_file_t *override_conf,
override_conf->path, override_tex_path);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Texture: %s = %s.\n",
RARCH_DBG("[Shaders]: Texture: \"%s\" = %s.\n",
shader->lut[i].id,
shader->lut[i].path);
#endif
@ -1707,8 +1707,8 @@ bool video_shader_write_preset(const char *path,
if (video_shader_write_referenced_preset(path, shader_dir, shader))
return true;
RARCH_WARN("[Shaders]: Failed writing Simple Preset to %s - "
"Full Preset Will be Saved instead.\n", path);
RARCH_WARN("[Shaders]: Failed writing simple preset to \"%s\" "
"- Full preset will be saved instead.\n", path);
}
/* If we aren't saving a referenced preset or weren't able to save one
@ -1746,7 +1746,7 @@ bool video_shader_load_preset_into_shader(const char *path,
{
#ifdef DEBUG
RARCH_LOG("\n");
RARCH_WARN("[Shaders]: Could not read root preset: %s \n", path);
RARCH_WARN("[Shaders]: Could not read root preset: \"%s\".\n", path);
#endif
ret = false;
goto end;
@ -1779,7 +1779,7 @@ bool video_shader_load_preset_into_shader(const char *path,
#ifdef DEBUG
RARCH_DBG("\n");
RARCH_DBG("[Shaders]: Crawl Preset Reference Chain\n");
RARCH_DBG("[Shaders]: Crawl preset reference chain..\n");
#endif
/* If the config has a reference then we need gather all presets from the
@ -1790,7 +1790,7 @@ bool video_shader_load_preset_into_shader(const char *path,
i++;
#ifdef DEBUG
RARCH_DBG("[Shaders]: Preset (Depth %u): %s \n", i, conf->path);
RARCH_DBG("[Shaders]: Preset (depth %u): \"%s\".\n", i, conf->path);
#endif
/* Add the reference to the list */
@ -1801,7 +1801,7 @@ bool video_shader_load_preset_into_shader(const char *path,
conf->path, conf->reference);
#ifdef DEBUG
RARCH_DBG("[Shaders]: #reference = %s \n",
RARCH_DBG("[Shaders]: #reference = \"%s\".\n",
reference_preset_path);
#endif
@ -1816,7 +1816,7 @@ bool video_shader_load_preset_into_shader(const char *path,
* referencing the root config and apply overrides for each one */
#ifdef DEBUG
RARCH_DBG("\n");
RARCH_DBG("[Shaders]: Start Applying Simple Preset Overrides\n");
RARCH_DBG("[Shaders]: Start applying simple preset overrides..\n");
#endif
while (i)
@ -1825,8 +1825,8 @@ bool video_shader_load_preset_into_shader(const char *path,
override_conf_paths[i]);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Depth %u Apply Overrides\n", i);
RARCH_DBG("[Shaders]: Apply values from: %s\n",
RARCH_DBG("[Shaders]: Depth %u apply overrides..\n", i);
RARCH_DBG("[Shaders]: Apply values from: \"%s\".\n",
override_conf->path);
#endif
override_shader_values(override_conf, shader);
@ -1836,7 +1836,7 @@ bool video_shader_load_preset_into_shader(const char *path,
}
#ifdef DEBUG
RARCH_DBG("[Shaders]: End Apply Overrides\n");
RARCH_DBG("[Shaders]: End apply overrides.\n");
RARCH_DBG("\n");
#endif
@ -2475,7 +2475,7 @@ bool apply_shader(
MESSAGE_QUEUE_ICON_DEFAULT, MESSAGE_QUEUE_CATEGORY_INFO);
}
RARCH_LOG("%s \"%s\".\n",
RARCH_LOG("[Shaders]: %s: \"%s\".\n",
msg_hash_to_str(MSG_APPLYING_SHADER),
preset_path ? preset_path : "null");

View File

@ -69,19 +69,19 @@ static void dinput_create_rumble_effects(struct dinput_joypad_data *pad)
#ifdef __cplusplus
if (IDirectInputDevice8_CreateEffect(pad->joypad, GUID_ConstantForce,
&pad->rumble_props, &pad->rumble_iface[0], NULL) != DI_OK)
RARCH_WARN("[DINPUT]: Strong rumble unavailable.\n");
RARCH_WARN("[DInput]: Strong rumble unavailable.\n");
if (IDirectInputDevice8_CreateEffect(pad->joypad, GUID_ConstantForce,
&pad->rumble_props, &pad->rumble_iface[1], NULL) != DI_OK)
RARCH_WARN("[DINPUT]: Weak rumble unavailable.\n");
RARCH_WARN("[DInput]: Weak rumble unavailable.\n");
#else
if (IDirectInputDevice8_CreateEffect(pad->joypad, &GUID_ConstantForce,
&pad->rumble_props, &pad->rumble_iface[0], NULL) != DI_OK)
RARCH_WARN("[DINPUT]: Strong rumble unavailable.\n");
RARCH_WARN("[DInput]: Strong rumble unavailable.\n");
if (IDirectInputDevice8_CreateEffect(pad->joypad, &GUID_ConstantForce,
&pad->rumble_props, &pad->rumble_iface[1], NULL) != DI_OK)
RARCH_WARN("[DINPUT]: Weak rumble unavailable.\n");
RARCH_WARN("[DInput]: Weak rumble unavailable.\n");
#endif
}

View File

@ -2348,7 +2348,7 @@ static void materialui_context_reset_textures(materialui_handle_t *mui)
materialui_texture_path(i), icon_path, &mui->textures.list[i],
TEXTURE_FILTER_MIPMAP_LINEAR, NULL, NULL))
{
RARCH_WARN("[GLUI] Asset missing: %s%s%s\n", icon_path,
RARCH_WARN("[GLUI]: Asset missing: \"%s%s%s\".\n", icon_path,
PATH_DEFAULT_SLASH(), materialui_texture_path(i));
has_all_assets = false;
}

View File

@ -7625,7 +7625,7 @@ static void ozone_context_reset(void *data, bool is_threaded)
sizeof(buf),
APPLICATION_SPECIAL_DIRECTORY_THUMBNAILS_DISCORD_AVATARS);
if (!gfx_display_reset_textures_list(filename, buf, &ozone->textures[i], TEXTURE_FILTER_MIPMAP_LINEAR, NULL, NULL))
RARCH_WARN("[OZONE] Asset missing: %s%s%s\n", ozone->png_path,
RARCH_WARN("[OZONE]: Asset missing: \"%s%s%s\".\n", ozone->png_path,
PATH_DEFAULT_SLASH(), filename);
}
else
@ -7651,7 +7651,7 @@ static void ozone_context_reset(void *data, bool is_threaded)
if (!gfx_display_reset_textures_list(filename, ozone->tab_path, &ozone->tab_textures[i], TEXTURE_FILTER_MIPMAP_LINEAR, NULL, NULL))
{
ozone->has_all_assets = false;
RARCH_WARN("[OZONE] Asset missing: %s%s%s\n", ozone->tab_path,
RARCH_WARN("[OZONE]: Asset missing: \"%s%s%s\".\n", ozone->tab_path,
PATH_DEFAULT_SLASH(), filename);
}
}
@ -7666,7 +7666,7 @@ static void ozone_context_reset(void *data, bool is_threaded)
if (!gfx_display_reset_textures_list(ozone_entries_icon_texture_path(i), ozone->icons_path, &ozone->icons_textures[i], TEXTURE_FILTER_MIPMAP_LINEAR, NULL, NULL))
{
ozone->has_all_assets = false;
RARCH_WARN("[OZONE] Asset missing: %s%s%s\n", ozone->icons_path,
RARCH_WARN("[OZONE]: Asset missing: \"%s%s%s\".\n", ozone->icons_path,
PATH_DEFAULT_SLASH(), ozone_entries_icon_texture_path(i));
}
}

View File

@ -6328,7 +6328,7 @@ static void xmb_context_reset_textures(
{
if (!gfx_display_reset_textures_list(xmb_texture_path(i), iconpath, &xmb->textures.list[i], TEXTURE_FILTER_MIPMAP_LINEAR, NULL, NULL))
{
RARCH_WARN("[XMB] Asset missing: %s%s\n", iconpath, xmb_texture_path(i));
RARCH_WARN("[XMB]: Asset missing: \"%s%s\".\n", iconpath, xmb_texture_path(i));
/* New extra battery icons could be missing */
if (i == XMB_TEXTURE_BATTERY_80 || i == XMB_TEXTURE_BATTERY_60 || i == XMB_TEXTURE_BATTERY_40 || i == XMB_TEXTURE_BATTERY_20)
{
@ -6447,7 +6447,7 @@ static void xmb_context_reset_textures(
error:
xmb->assets_missing = true;
RARCH_WARN("[XMB] Critical asset missing, no icons will be drawn\n");
RARCH_WARN("[XMB]: Critical asset missing, no icons will be drawn.\n");
}
static void xmb_context_reset_background(xmb_handle_t *xmb, const char *iconpath)

View File

@ -3802,9 +3802,9 @@ bool menu_shader_manager_save_preset_internal(
shader, save_reference);
if (ret)
RARCH_LOG("[Shaders - Save Preset]: Saved shader preset to %s.\n", preset_path);
RARCH_LOG("[Shaders]: Saved shader preset to \"%s\".\n", preset_path);
else
RARCH_ERR("[Shaders - Save Preset]: Failed writing shader preset to %s.\n", preset_path);
RARCH_ERR("[Shaders]: Failed writing shader preset to \"%s\".\n", preset_path);
}
else
{
@ -3827,7 +3827,7 @@ bool menu_shader_manager_save_preset_internal(
if (!ret)
{
RARCH_WARN("[Shaders - Save Preset]: Failed to create preset directory %s.\n", basedir);
RARCH_WARN("[Shaders]: Failed to create preset directory \"%s\".\n", basedir);
continue;
}
}
@ -3840,16 +3840,16 @@ bool menu_shader_manager_save_preset_internal(
if (ret)
{
RARCH_LOG("[Shaders - Save Preset]: Saved shader preset to %s.\n", preset_path);
RARCH_LOG("[Shaders]: Saved shader preset to \"%s\".\n", preset_path);
break;
}
else
RARCH_WARN("[Shaders - Save Preset]: Failed writing shader preset to %s.\n", preset_path);
RARCH_WARN("[Shaders]: Failed writing shader preset to \"%s\".\n", preset_path);
}
if (!ret)
RARCH_ERR("[Shaders - Save Preset]: Failed to write shader preset. Make sure shader directory"
" and/or config directory are writable.\n");
RARCH_ERR("[Shaders]: Failed to write shader preset. Make sure shader directory "
"and/or config directory are writable.\n");
}
if (ret && apply)
@ -5282,7 +5282,7 @@ const menu_ctx_driver_t *menu_driver_find_driver(
if (verbosity_enabled)
{
unsigned d;
RARCH_WARN("Couldn't find any %s named \"%s\"\n", prefix,
RARCH_WARN("Couldn't find any %s named \"%s\".\n", prefix,
settings->arrays.menu_driver);
RARCH_LOG_OUTPUT("Available %ss are:\n", prefix);
for (d = 0; menu_ctx_drivers[d]; d++)
@ -5292,7 +5292,7 @@ const menu_ctx_driver_t *menu_driver_find_driver(
RARCH_LOG_OUTPUT("\t%s\n", menu_ctx_drivers[d]->ident);
}
}
RARCH_WARN("Going to default to first %s...\n", prefix);
RARCH_WARN("Going to default to first %s..\n", prefix);
}
return (const menu_ctx_driver_t*)menu_ctx_drivers[0];
@ -7348,7 +7348,7 @@ bool menu_shader_manager_set_preset(struct video_shader *shader,
!(video_shader_load_preset_into_shader(preset_path, shader)))
goto end;
RARCH_LOG("[Shaders]: Menu shader set to: %s.\n", preset_path);
RARCH_LOG("[Shaders]: Menu shader set to: \"%s\".\n", preset_path);
ret = true;