video-core: Migrate logging macros (#3878)

* video-core: Migrate logging macros

* video-core: Fixed missed clang format

* video-core: Migrated LOG_GENERIC macro
This commit is contained in:
NarcolepticK 2018-06-28 17:13:30 -04:00 committed by Weiyi Wang
parent 3cf5c1a5b4
commit 9ae70e733f
22 changed files with 156 additions and 149 deletions

View file

@ -173,19 +173,20 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
InitScreenCoordinates(vtx2);
LOG_TRACE(Render_Software,
"Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(),
vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(),
vtx1.screenpos.z.ToFloat32(), vtx2.screenpos.x.ToFloat32(),
vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
NGLOG_TRACE(
Render_Software,
"Triangle {}/{} at position ({:.3}, {:.3}, {:.3}, {:.3f}), "
"({:.3}, {:.3}, {:.3}, {:.3}), ({:.3}, {:.3}, {:.3}, {:.3}) and "
"screen position ({:.2}, {:.2}, {:.2}), ({:.2}, {:.2}, {:.2}), ({:.2}, {:.2}, {:.2})",
i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(),
vtx0.screenpos.z.ToFloat32(), vtx1.screenpos.x.ToFloat32(),
vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(),
vtx2.screenpos.z.ToFloat32());
Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
}