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Spdlog migration (#4069)
* spdlog migration * gitmodule instead of cmake
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@@ -58,30 +58,38 @@ You can configure the emulator by editing the `config.toml` file found in the `u
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<details>
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<summary>Some configuration entries worth changing</summary>
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- `[General]`
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- `logType`: Configures logging synchronization (`sync`/`async`)
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- By default, the emulator logs messages asynchronously for better performance. Some log messages may end up being received out-of-order.
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- It can be beneficial to set this to `sync` in order for the log to accurately maintain message order, at the cost of performance.
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- When communicating about issues with games and the log messages aren't clear due to potentially confusing order, set this to `sync` and send that log as well.
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- `logFilter`: Sets the logging category for various logging classes.
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- Format: `<class>:<level> ...`
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- Multiple classes can be set by separating them with a space. (example: `Render:Warning Debug:Critical Lib.Pad:Error`)
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- `[Log]`
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- `sync`: Log synchronously (`true`/`false`)
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- By default `true`, the emulator logs messages synchronously to respect the order.
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- It can be beneficial to set this to `false` for better performance.
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- When communicating about issues with games and the log messages aren't clear due to potentially confusing order, set this to `true` and send that log instead.
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- `filter`: Sets the logging category for various logging classes.
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- Format: `<class>=<level>,...`
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- Multiple classes can be set by separating them with a comma. (example: `Render=warning,Debug=critical,Lib.Pad=error`)
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- Sub-classes can be specified in the same format as seen in the console/log (such as `Core.Linker`).
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- All classes and sub-classes can be set by specifying a `*` symbol. (example: `Kernel.*:Critical`)
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- Valid log levels: `Trace, Debug, Info, Warning, Error, Critical` - in this order, setting a level silences all levels preceding it and logs every level after it.
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- Valid log levels: `trace, debug, info, warning, error, critical` - in this order, setting a level silences all levels preceding it and logs every level after it.
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- Examples:
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- If the log is being spammed with messages coming from Lib.Pad, you can use `Lib.Pad:Critical` to only log critical-level messages.
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- If you'd like to mute everything, but still want to receive messages from Vulkan rendering: `*:Critical Render.Vulkan:Info`
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- `isIdenticalLogGrouped`: Group same logs in one line with a counter (`true`/`false`)
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- By default, the emulator will not rewrite the same line, and instead add a counter.
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- If the log is being spammed with messages coming from Lib.Pad, you can use `Lib.Pad=critical` to only log critical-level messages.
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- If you'd like to mute everything, but still want to receive messages from Vulkan rendering: `off,Render.Vulkan=info` (if you want critical at least `critical,Render.Vulkan=info`)
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- `skipDuplicate`: Skip same lines with a `Skipped N duplicate messages..` message (`true`/`false`)
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- By default, the emulator will skip same lines for `maxSkipDuration` milliseconds.
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- `append`: Append log to the existing file (`true`/`false`)
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- By default, the emulator will overwrite the log file. (it can also be by-passed with CLI `--log-append`)
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- `separate`: Write log to `log/{GAME ID}.log` instead of `log/shad_log.txt` (`true`/`false`)
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- By default, the emulator use `log/shad_log.txt`.
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- `maxSkipDuration`: Amount of time in which identical lines will not be logged (milliseconds).
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- By default, 5'000 milliseconds.
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- `sizeLimit`: Size limit for log files (bytes).
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- By default, 100 MB.
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- `type`: Choose between `wincolor` (WriteConsole*) and `msvc` (OutputDebugString*) - only for Windows.
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- By default, `wincolor`.
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- `Fullscreen`: Display the game in a full screen borderless window.
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- `[GPU]`
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- `dumpShaders`: Dump shaders that are loaded by the emulator. Dump path: `../user/shader/dumps`
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- `nullGpu`: Disables rendering.
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- `screenWidth` and `screenHeight`: Configures the game window width and height.
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- `Fullscreen`: Display the game in a full screen borderless window.
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- `[Vulkan]`
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- `validation`-related settings: Use when debugging Vulkan.
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