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
This commit is contained in:
hrydgard
2009-09-02 21:19:35 +00:00
parent 50593397f3
commit 1e016dd522
8 changed files with 47 additions and 61 deletions

View File

@ -660,13 +660,13 @@ void Callback_VideoCopiedToXFB(bool video_update)
double wait_frametime = (1000.0 / VideoInterface::TargetRefreshRate);
if (Timer.GetTimeDifference() >= wait_frametime * frames)
no_framelimit=Timer.GetTimeDifference();
no_framelimit = (u32)Timer.GetTimeDifference();
while (Timer.GetTimeDifference() < wait_frametime * videoupd)
{
// TODO : This is wrong, the sleep shouldn't be there but rather in cputhread
// as it's not based on the fps but on the refresh rate...
if (no_framelimit==0)
if (no_framelimit == 0)
Common::SleepCurrentThread(1);
}
}