本文整理汇总了C++中NOTICE_LOG函数的典型用法代码示例。如果您正苦于以下问题:C++ NOTICE_LOG函数的具体用法?C++ NOTICE_LOG怎么用?C++ NOTICE_LOG使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了NOTICE_LOG函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: AshmemCreateFileMapping
static int AshmemCreateFileMapping(const char *name, size_t size)
{
int fd, ret;
fd = open(ASHMEM_DEVICE, O_RDWR);
if (fd < 0)
return fd;
// We don't really care if we can't set the name, it is optional
ioctl(fd, ASHMEM_SET_NAME, name);
ret = ioctl(fd, ASHMEM_SET_SIZE, size);
if (ret < 0)
{
close(fd);
NOTICE_LOG(MEMMAP, "Ashmem returned error: 0x%08x", ret);
return ret;
}
return fd;
}
示例2: NOTICE_LOG
// Close backend
void cInterfaceWGL::Shutdown()
{
if (hRC)
{
if (!wglMakeCurrent(nullptr, nullptr))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (!wglDeleteContext(hRC))
ERROR_LOG(VIDEO, "Attempt to release rendering context failed.");
hRC = nullptr;
}
if (hDC && !ReleaseDC(m_window_handle, hDC))
{
ERROR_LOG(VIDEO, "Attempt to release device context failed.");
hDC = nullptr;
}
}
示例3: UpdateCmdInfo
void GPU_Vulkan::BeginHostFrame() {
drawEngine_.BeginFrame();
UpdateCmdInfo();
if (resized_) {
CheckGPUFeatures();
// In case the GPU changed.
BuildReportingInfo();
framebufferManager_->Resized();
drawEngine_.Resized();
textureCacheVulkan_->NotifyConfigChanged();
if (vulkan_->GetFeaturesEnabled ().wideLines) {
drawEngine_.SetLineWidth(PSP_CoreParameter().renderWidth / 480.0f);
}
}
resized_ = false;
textureCacheVulkan_->StartFrame();
int curFrame = vulkan_->GetCurFrame();
FrameData &frame = frameData_[curFrame];
frame.push_->Reset();
frame.push_->Begin(vulkan_);
framebufferManagerVulkan_->BeginFrameVulkan();
framebufferManagerVulkan_->SetPushBuffer(frameData_[curFrame].push_);
depalShaderCache_.SetPushBuffer(frameData_[curFrame].push_);
textureCacheVulkan_->SetPushBuffer(frameData_[curFrame].push_);
vulkan2D_.BeginFrame();
shaderManagerVulkan_->DirtyShader();
gstate_c.Dirty(DIRTY_ALL);
if (dumpNextFrame_) {
NOTICE_LOG(G3D, "DUMPING THIS FRAME");
dumpThisFrame_ = true;
dumpNextFrame_ = false;
} else if (dumpThisFrame_) {
dumpThisFrame_ = false;
}
}
示例4: invalid_
EmuScreen::EmuScreen(const std::string &filename) : invalid_(true)
{
std::string fileToStart = filename;
// This is probably where we should start up the emulated PSP.
INFO_LOG(BOOT, "Starting up hardware.");
CoreParameter coreParam;
coreParam.cpuCore = (CPUCore)g_Config.iCpuCore;
#if defined(ARM)
if (coreParam.cpuCore == CPU_JIT)
coreParam.cpuCore = CPU_FASTINTERPRETER;
#endif
coreParam.gpuCore = GPU_GLES;
coreParam.enableSound = g_Config.bEnableSound;
coreParam.fileToStart = fileToStart;
coreParam.mountIso = "";
coreParam.startPaused = false;
coreParam.enableDebugging = false;
coreParam.printfEmuLog = false;
coreParam.headLess = false;
if (g_Config.iWindowZoom < 1 || g_Config.iWindowZoom > 2)
g_Config.iWindowZoom = 1;
coreParam.renderWidth = 480 * g_Config.iWindowZoom;
coreParam.renderHeight = 272 * g_Config.iWindowZoom;
coreParam.outputWidth = dp_xres;
coreParam.outputHeight = dp_yres;
coreParam.pixelWidth = pixel_xres;
coreParam.pixelHeight = pixel_yres;
coreParam.useMediaEngine = false;
std::string error_string;
if (PSP_Init(coreParam, &error_string)) {
invalid_ = false;
} else {
invalid_ = true;
errorMessage_ = error_string;
ERROR_LOG(BOOT, "%s", errorMessage_.c_str());
return;
}
LayoutGamepad(dp_xres, dp_yres);
NOTICE_LOG(BOOT, "Loading %s...", fileToStart.c_str());
}
示例5: MapViewOfFileEx
void* MemArena::CreateView(s64 offset, size_t size, void* base)
{
#ifdef _WIN32
return MapViewOfFileEx(hMemoryMapping, FILE_MAP_ALL_ACCESS, 0, (DWORD)((u64)offset), size, base);
#else
void* retval = mmap(base, size, PROT_READ | PROT_WRITE,
MAP_SHARED | ((base == nullptr) ? 0 : MAP_FIXED), fd, offset);
if (retval == MAP_FAILED)
{
NOTICE_LOG(MEMMAP, "mmap failed");
return nullptr;
}
else
{
return retval;
}
#endif
}
示例6: sceKernelDcacheInvalidateRange
// Don't even log these by default, they're spammy and we probably won't
// need to emulate them. Useful for invalidating cached textures though,
// and in the future display lists (although hashing takes care of those
// for now).
int sceKernelDcacheInvalidateRange(u32 addr, int size)
{
#ifdef LOG_CACHE
NOTICE_LOG(CPU,"sceKernelDcacheInvalidateRange(%08x, %i)", addr, size);
#endif
if (size < 0 || (int) addr + size < 0)
return SCE_KERNEL_ERROR_ILLEGAL_ADDR;
if (size > 0)
{
if ((addr % 64) != 0 || (size % 64) != 0)
return SCE_KERNEL_ERROR_CACHE_ALIGNMENT;
if (addr != 0)
gpu->InvalidateCache(addr, size, GPU_INVALIDATE_HINT);
}
hleEatCycles(190);
return 0;
}
示例7: NOTICE_LOG
void SConfig::SaveSettings()
{
NOTICE_LOG(BOOT, "Saving settings to %s", File::GetUserPath(F_DOLPHINCONFIG_IDX).c_str());
IniFile ini;
ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); // load first to not kill unknown stuff
SaveGeneralSettings(ini);
SaveInterfaceSettings(ini);
SaveDisplaySettings(ini);
SaveGameListSettings(ini);
SaveCoreSettings(ini);
SaveMovieSettings(ini);
SaveDSPSettings(ini);
SaveInputSettings(ini);
SaveFifoPlayerSettings(ini);
ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX));
m_SYSCONF->Save();
}
示例8: program
LinkedShader::LinkedShader(Shader *vs, Shader *fs)
: program(0), dirtyUniforms(0) {
program = glCreateProgram();
glAttachShader(program, vs->shader);
glAttachShader(program, fs->shader);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = new char[bufLength];
glGetProgramInfoLog(program, bufLength, NULL, buf);
ERROR_LOG(G3D, "Could not link program:\n %s", buf);
delete [] buf; // we're dead!
//_dbg_assert_msg_(HLE,0,"Could not link program");
}
return;
}
NOTICE_LOG(G3D, "Linked shader!");
u_tex = glGetUniformLocation(program, "tex");
u_proj = glGetUniformLocation(program, "u_proj");
u_texenv = glGetUniformLocation(program, "u_texenv");
u_fogcolor = glGetUniformLocation(program, "u_fogcolor");
u_fogparam = glGetUniformLocation(program, "u_fogparam");
u_alpharef = glGetUniformLocation(program, "u_alpharef");
a_position = glGetAttribLocation(program, "a_position");
a_color0 = glGetAttribLocation(program, "a_color0");
a_color1 = glGetAttribLocation(program, "a_color1");
a_texcoord = glGetAttribLocation(program, "a_texcoord");
glUseProgram(program);
// Default uniform values
glUniform1i(u_tex, 0);
// The rest, use the "dirty" mechanism.
dirtyUniforms = DIRTY_PROJMATRIX | DIRTY_TEXENV | DIRTY_ALPHAREF;
}
示例9: Close
void Close()
{
// we can't release the swapchain while in fullscreen.
swapchain->SetFullscreenState(false, nullptr);
// release all bound resources
context->ClearState();
SAFE_RELEASE(backbuf);
SAFE_RELEASE(swapchain);
SAFE_DELETE(stateman);
context->Flush(); // immediately destroy device objects
SAFE_RELEASE(context);
ULONG references = device->Release();
#if defined(_DEBUG) || defined(DEBUGFAST)
if (debug)
{
--references; // the debug interface increases the refcount of the device, subtract that.
if (references)
{
// print out alive objects, but only if we actually have pending references
// note this will also print out internal live objects to the debug console
debug->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
}
SAFE_RELEASE(debug)
}
#endif
if (references)
{
ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
}
else
{
NOTICE_LOG(VIDEO, "Successfully released all device references!");
}
device = nullptr;
// unload DLLs
UnloadD3D();
UnloadDXGI();
}
示例10: NOTICE_LOG
// Close backend
void cInterfaceWGL::Shutdown()
{
if (hRC)
{
if (!wglMakeCurrent(NULL, NULL))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (!wglDeleteContext(hRC))
ERROR_LOG(VIDEO, "Attempt to release rendering context failed.");
hRC = NULL;
}
if (hDC && !ReleaseDC(EmuWindow::GetWnd(), hDC))
{
ERROR_LOG(VIDEO, "Attempt to release device context failed.");
hDC = NULL;
}
}
示例11: DSPHost_CodeLoaded
u32 DSPHost_CodeLoaded(const u8 *ptr, int size)
{
u32 ector_crc = HashEctor(ptr, size);
#if defined(_DEBUG) || defined(DEBUGFAST)
DumpDSPCode(ptr, size, ector_crc);
#endif
DSPSymbols::Clear();
// Auto load text file - if none just disassemble.
NOTICE_LOG(DSPLLE, "ector_crc: %08x", ector_crc);
DSPSymbols::Clear();
bool success = false;
switch (ector_crc)
{
case 0x86840740: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_Zelda.txt"); break;
case 0x42f64ac4: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_Luigi.txt"); break;
case 0x07f88145: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AX_07F88145.txt"); break;
case 0x3ad3b7ac: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AX_3AD3B7AC.txt"); break;
case 0x3daf59b9: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AX_3DAF59B9.txt"); break;
case 0x4e8a8b21: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AX_4E8A8B21.txt"); break;
case 0xe2136399: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AX_E2136399.txt"); break;
case 0xdd7e72d5: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_GBA.txt"); break;
case 0x347112BA: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_AXWii.txt"); break;
case 0xD643001F: success = DSPSymbols::ReadAnnotatedAssembly("../../docs/DSP/DSP_UC_SuperMarioGalaxy.txt"); break;
default: success = false; break;
}
if (!success) {
DSPSymbols::AutoDisassembly(0x0, 0x1000);
}
// Always add the ROM.
DSPSymbols::AutoDisassembly(0x8000, 0x9000);
DSPHost_UpdateDebugger();
return ector_crc;
}
示例12: CreateVolumeFromFilename
IVolume* CreateVolumeFromFilename(const std::string& _rFilename, u32 _PartitionGroup, u32 _VolumeNum)
{
IBlobReader* pReader = CreateBlobReader(_rFilename);
if (pReader == nullptr)
return nullptr;
switch (GetDiscType(*pReader))
{
case DISC_TYPE_WII:
case DISC_TYPE_GC:
return new CVolumeGC(pReader);
case DISC_TYPE_WAD:
return new CVolumeWAD(pReader);
case DISC_TYPE_WII_CONTAINER:
{
u8 region;
pReader->Read(0x3,1,®ion);
IVolume* pVolume = CreateVolumeFromCryptedWiiImage(*pReader, _PartitionGroup, 0, _VolumeNum, region == 'K');
if (pVolume == nullptr)
{
delete pReader;
}
return pVolume;
}
case DISC_TYPE_UNK:
default:
std::string Filename, ext;
SplitPath(_rFilename, nullptr, &Filename, &ext);
Filename += ext;
NOTICE_LOG(DISCIO, "%s does not have the Magic word for a gcm, wiidisc or wad file\n"
"Set Log Verbosity to Warning and attempt to load the game again to view the values", Filename.c_str());
delete pReader;
}
return nullptr;
}
示例13: GetServiceHandle
void GetServiceHandle(Service::Interface* self) {
Syscall::Result res = 0;
u32* cmd_buff = (u32*)HLE::GetPointer(HLE::CMD_BUFFER_ADDR + Service::kCommandHeaderOffset);
std::string port_name = std::string((const char*)&cmd_buff[1], 0, Service::kMaxPortSize);
Service::Interface* service = Service::g_manager->FetchFromPortName(port_name);
NOTICE_LOG(OSHLE, "SRV::Sync - GetHandle - port: %s, handle: 0x%08X", port_name.c_str(),
service->GetUID());
if (NULL != service) {
cmd_buff[3] = service->GetUID();
} else {
ERROR_LOG(OSHLE, "Service %s does not exist", port_name.c_str());
res = -1;
}
cmd_buff[1] = res;
//return res;
}
示例14: init_lib
inline void init_lib()
{
static bool initialized = false;
if (!initialized)
{
// Only try once
initialized = true;
// After these calls, we know all dynamically loaded APIs will either all be valid or
// all nullptr.
if (!load_hid() || !load_bthprops())
{
NOTICE_LOG(WIIMOTE, "Failed to load Bluetooth support libraries, Wiimotes will not function");
return;
}
s_loaded_ok = true;
}
}
示例15: gdsp_idma_in
static void gdsp_idma_in(u16 dsp_addr, u32 addr, u32 size)
{
UnWriteProtectMemory(g_dsp.iram, DSP_IRAM_BYTE_SIZE, false);
u8* dst = ((u8*)g_dsp.iram);
for (u32 i = 0; i < size; i += 2)
{
*(u16*)&dst[dsp_addr + i] = Common::swap16(*(const u16*)&g_dsp.cpu_ram[(addr + i) & 0x0fffffff]);
}
WriteProtectMemory(g_dsp.iram, DSP_IRAM_BYTE_SIZE, false);
g_dsp.iram_crc = DSPHost_CodeLoaded(g_dsp.cpu_ram + (addr & 0x0fffffff), size);
NOTICE_LOG(DSPLLE, "*** Copy new UCode from 0x%08x to 0x%04x (crc: %8x)", addr, dsp_addr, g_dsp.iram_crc);
if (dspjit)
dspjit->ClearIRAM();
DSPAnalyzer::Analyze();
}