Minor Update - Logger Tweak

This commit is contained in:
2024-04-23 15:43:02 +02:00
parent 3912b443d5
commit b0384dd30d
27 changed files with 217 additions and 138 deletions

View File

@@ -23,7 +23,7 @@ AlphaMapShaderClass::~AlphaMapShaderClass()
bool AlphaMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__);
Logger::Get().Log("Initializing AlphaMapShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
wchar_t vsFilename[128];
@@ -77,6 +77,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
if (!result)
{
Logger::Get().Log("Error setting shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
@@ -89,7 +90,7 @@ bool AlphaMapShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCo
bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
Logger::Get().Log("Initializing shader", __FILE__, __LINE__);
Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D10Blob* errorMessage;
@@ -243,7 +244,7 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
return false;
}
Logger::Get().Log("Shader initialized", __FILE__, __LINE__);
Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@@ -252,44 +253,54 @@ bool AlphaMapShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA
void AlphaMapShaderClass::ShutdownShader()
{
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__);
Logger::Get().Log("Shutting down shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the sampler state.
if (m_sampleState)
{
Logger::Get().Log("Releasing sampler state", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_sampleState->Release();
m_sampleState = 0;
Logger::Get().Log("Sampler state released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
Logger::Get().Log("Releasing constant buffer", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_matrixBuffer->Release();
m_matrixBuffer = 0;
Logger::Get().Log("Constant buffer released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the layout.
if (m_layout)
{
Logger::Get().Log("Releasing layout", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_layout->Release();
m_layout = 0;
Logger::Get().Log("Layout released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the pixel shader.
if (m_pixelShader)
{
Logger::Get().Log("Releasing pixel shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_pixelShader->Release();
m_pixelShader = 0;
Logger::Get().Log("Pixel shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the vertex shader.
if (m_vertexShader)
{
Logger::Get().Log("Releasing vertex shader", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
m_vertexShader->Release();
m_vertexShader = 0;
Logger::Get().Log("Vertex shader released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__);
Logger::Get().Log("Shader shutdown complete", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}