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https://git.eden-emu.dev/eden-emu/eden
synced 2026-04-12 00:48:58 +02:00
- our logging code was bigger than spdlog itself, why???? just keep it simple - fix issues when logging before logging system is even started - removes the "initialized logging twice" issue - removes uneeded indirection in file logging - uses direct formatting instead of jumping hoopla-around the fmt::format() ressult - code duplication and dead code removal as usual I did explore dup2() but I think it's not worth the hassle I did try `fwopen()` but it's better if things are just kept as-is. there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <chimera@dravee.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2015 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <thread>
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#include "common/logging.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/graphics_context.h"
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#include "video_core/renderer_base.h"
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namespace VideoCore {
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RendererBase::RendererBase(Core::Frontend::EmuWindow& window_,
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std::unique_ptr<Core::Frontend::GraphicsContext> context_)
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: render_window{window_}, context{std::move(context_)} {
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RefreshBaseSettings();
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}
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RendererBase::~RendererBase() = default;
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void RendererBase::RefreshBaseSettings() {
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UpdateCurrentFramebufferLayout();
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}
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void RendererBase::UpdateCurrentFramebufferLayout() {
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const Layout::FramebufferLayout& layout = render_window.GetFramebufferLayout();
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render_window.UpdateCurrentFramebufferLayout(layout.width, layout.height);
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}
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bool RendererBase::IsScreenshotPending() const {
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return renderer_settings.screenshot_requested;
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}
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void RendererBase::RequestScreenshot(void* data, std::function<void(bool)> callback,
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const Layout::FramebufferLayout& layout) {
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if (renderer_settings.screenshot_requested) {
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LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
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return;
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}
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auto async_callback{[callback_ = std::move(callback)](bool invert_y) {
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std::thread t{callback_, invert_y};
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t.detach();
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}};
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renderer_settings.screenshot_bits = data;
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renderer_settings.screenshot_complete_callback = async_callback;
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renderer_settings.screenshot_framebuffer_layout = layout;
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renderer_settings.screenshot_requested = true;
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}
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} // namespace VideoCore
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