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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -110,19 +110,19 @@ void ConsoleListener::BufferWidthHeight(int BufferWidth, int BufferHeight, int S
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{
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// Change screen buffer size
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COORD Co = {BufferWidth, BufferHeight};
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SB = SetConsoleScreenBufferSize(hConsole, Co);
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SB = (bool)SetConsoleScreenBufferSize(hConsole, Co);
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// Change the screen buffer window size
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SMALL_RECT coo = {0,0,ScreenWidth, ScreenHeight}; // top, left, right, bottom
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SW = SetConsoleWindowInfo(hConsole, TRUE, &coo);
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SW = (bool)SetConsoleWindowInfo(hConsole, TRUE, &coo);
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}
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else
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{
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// Change the screen buffer window size
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SMALL_RECT coo = {0,0, ScreenWidth, ScreenHeight}; // top, left, right, bottom
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SW = SetConsoleWindowInfo(hConsole, TRUE, &coo);
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SW = (bool)SetConsoleWindowInfo(hConsole, TRUE, &coo);
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// Change screen buffer size
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COORD Co = {BufferWidth, BufferHeight};
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SB = SetConsoleScreenBufferSize(hConsole, Co);
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SB = (bool)SetConsoleScreenBufferSize(hConsole, Co);
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}
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#endif
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}
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@ -198,7 +198,7 @@ void ConsoleListener::PixelSpace(int Left, int Top, int Width, int Height, bool
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int BytesRead = 0;
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int i = 0;
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int LastAttrRead = 0;
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while(BytesRead < BufferSize)
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while (BytesRead < BufferSize)
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{
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Str.push_back(new char[MAX_BYTES]);
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if (!ReadConsoleOutputCharacter(hConsole, Str[i], ReadBufferSize, coordScreen, &cCharsRead))
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@ -215,8 +215,8 @@ void ConsoleListener::PixelSpace(int Left, int Top, int Width, int Height, bool
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LastAttrRead = cAttrRead;
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}
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// Letter space
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int LWidth = floor((float)Width / 8.0) - 1.0;
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int LHeight = floor((float)Height / 12.0) - 1.0;
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int LWidth = (int)floor((float)Width / 8.0) - 1.0;
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int LHeight = (int)floor((float)Height / 12.0) - 1.0;
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int LBufWidth = LWidth + 1;
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int LBufHeight = floor((float)BufferSize / (float)LBufWidth);
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// Change screen buffer size
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@ -660,13 +660,13 @@ void Callback_VideoCopiedToXFB(bool video_update)
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double wait_frametime = (1000.0 / VideoInterface::TargetRefreshRate);
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if (Timer.GetTimeDifference() >= wait_frametime * frames)
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no_framelimit=Timer.GetTimeDifference();
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no_framelimit = (u32)Timer.GetTimeDifference();
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while (Timer.GetTimeDifference() < wait_frametime * videoupd)
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{
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// TODO : This is wrong, the sleep shouldn't be there but rather in cputhread
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// as it's not based on the fps but on the refresh rate...
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if (no_framelimit==0)
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if (no_framelimit == 0)
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Common::SleepCurrentThread(1);
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}
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}
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@ -336,7 +336,7 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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case XF_SRCCOLORS_INROW:
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_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
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@ -346,21 +346,21 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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case XF_SRCBINORMAL_B_INROW:
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if (components & VB_HAS_NRM2) {
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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default:
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_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
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WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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else
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WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
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WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); // avoid errors
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break;
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}
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