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When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped. When a wad is installed make sure directories exist. For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6581 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -94,7 +94,7 @@ void ContinueGFXDebugger()
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void GFXDebuggerBase::DumpPixelShader(const char* path)
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{
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char filename[MAX_PATH];
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sprintf(filename, "%s/dump_ps.txt", path);
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sprintf(filename, "%sdump_ps.txt", path);
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std::string output;
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bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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@ -126,7 +126,7 @@ void GFXDebuggerBase::DumpPixelShader(const char* path)
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void GFXDebuggerBase::DumpVertexShader(const char* path)
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{
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char filename[MAX_PATH];
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sprintf(filename, "%s/dump_vs_consts.txt", path);
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sprintf(filename, "%sdump_vs_consts.txt", path);
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File::CreateEmptyFile(filename);
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File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
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