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settings: Make use of std::string_view over std::string for logging
In all usages of LogSetting(), string literals are provided. std::string_view is better suited here, as we won't churn a bunch of string allocations every time the settings are logged out. While we're at it, we can fold LogSetting() into LogSettings(), given it's only ever used there.
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1 changed files with 34 additions and 33 deletions
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@ -2,6 +2,8 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include "common/file_util.h"
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#include "core/core.h"
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#include "core/gdbstub/gdbstub.h"
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@ -91,41 +93,40 @@ void Apply() {
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Service::HID::ReloadInputDevices();
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}
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template <typename T>
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void LogSetting(const std::string& name, const T& value) {
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LOG_INFO(Config, "{}: {}", name, value);
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}
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void LogSettings() {
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const auto log_setting = [](std::string_view name, const auto& value) {
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LOG_INFO(Config, "{}: {}", name, value);
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};
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LOG_INFO(Config, "yuzu Configuration:");
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LogSetting("Controls_UseDockedMode", Settings::values.use_docked_mode);
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LogSetting("System_RngSeed", Settings::values.rng_seed.GetValue().value_or(0));
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LogSetting("System_CurrentUser", Settings::values.current_user);
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LogSetting("System_LanguageIndex", Settings::values.language_index.GetValue());
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LogSetting("System_RegionIndex", Settings::values.region_index.GetValue());
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LogSetting("System_TimeZoneIndex", Settings::values.time_zone_index.GetValue());
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LogSetting("Core_UseMultiCore", Settings::values.use_multi_core.GetValue());
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor.GetValue());
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit.GetValue());
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit.GetValue());
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LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache.GetValue());
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LogSetting("Renderer_GPUAccuracyLevel", Settings::values.gpu_accuracy.GetValue());
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation.GetValue());
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync.GetValue());
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LogSetting("Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders.GetValue());
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LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy.GetValue());
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LogSetting("Audio_OutputEngine", Settings::values.sink_id);
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LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching.GetValue());
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LogSetting("Audio_OutputDevice", Settings::values.audio_device_id);
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LogSetting("DataStorage_UseVirtualSd", Settings::values.use_virtual_sd);
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LogSetting("DataStorage_NandDir", FileUtil::GetUserPath(FileUtil::UserPath::NANDDir));
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LogSetting("DataStorage_SdmcDir", FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir));
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LogSetting("Debugging_UseGdbstub", Settings::values.use_gdbstub);
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LogSetting("Debugging_GdbstubPort", Settings::values.gdbstub_port);
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LogSetting("Debugging_ProgramArgs", Settings::values.program_args);
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LogSetting("Services_BCATBackend", Settings::values.bcat_backend);
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LogSetting("Services_BCATBoxcatLocal", Settings::values.bcat_boxcat_local);
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log_setting("Controls_UseDockedMode", values.use_docked_mode);
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log_setting("System_RngSeed", values.rng_seed.GetValue().value_or(0));
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log_setting("System_CurrentUser", values.current_user);
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log_setting("System_LanguageIndex", values.language_index.GetValue());
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log_setting("System_RegionIndex", values.region_index.GetValue());
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log_setting("System_TimeZoneIndex", values.time_zone_index.GetValue());
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log_setting("Core_UseMultiCore", values.use_multi_core.GetValue());
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log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
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log_setting("Renderer_UseFrameLimit", values.use_frame_limit.GetValue());
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log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
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log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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log_setting("Renderer_GPUAccuracyLevel", values.gpu_accuracy.GetValue());
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log_setting("Renderer_UseAsynchronousGpuEmulation",
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Audio_OutputEngine", values.sink_id);
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log_setting("Audio_EnableAudioStretching", values.enable_audio_stretching.GetValue());
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log_setting("Audio_OutputDevice", values.audio_device_id);
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log_setting("DataStorage_UseVirtualSd", values.use_virtual_sd);
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log_setting("DataStorage_NandDir", FileUtil::GetUserPath(FileUtil::UserPath::NANDDir));
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log_setting("DataStorage_SdmcDir", FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir));
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log_setting("Debugging_UseGdbstub", values.use_gdbstub);
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log_setting("Debugging_GdbstubPort", values.gdbstub_port);
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log_setting("Debugging_ProgramArgs", values.program_args);
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log_setting("Services_BCATBackend", values.bcat_backend);
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log_setting("Services_BCATBoxcatLocal", values.bcat_boxcat_local);
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}
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float Volume() {
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