Merge remote-tracking branch 'origin/master' into Android-trash

Conflicts:
	Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp
This commit is contained in:
Ryan Houdek
2013-04-14 20:43:42 -05:00
52 changed files with 4634 additions and 4568 deletions

View File

@ -12,7 +12,7 @@
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
@ -116,20 +116,20 @@ void SWRenderer::DrawDebugText()
if (g_SWVideoConfig.bShowStats)
{
p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
}
p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
}
// Render a shadow, and then the text.
SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
@ -206,9 +206,9 @@ void SWRenderer::DrawTexture(u8 *texture, int width, int height)
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glUniform1i(uni_tex, 0);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glUniform1i(uni_tex, 0);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
@ -226,7 +226,7 @@ void SWRenderer::SwapBuffer()
glFlush();
GLInterface->Swap();
swstats.ResetFrame();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);