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
This commit is contained in:
Glenn Rice
2010-12-14 23:19:34 +00:00
parent 35fef1f173
commit 76d9209ad4
7 changed files with 17 additions and 12 deletions

View File

@ -94,7 +94,7 @@ void ContinueGFXDebugger()
void GFXDebuggerBase::DumpPixelShader(const char* path)
{
char filename[MAX_PATH];
sprintf(filename, "%s/dump_ps.txt", path);
sprintf(filename, "%sdump_ps.txt", path);
std::string output;
bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
@ -126,7 +126,7 @@ void GFXDebuggerBase::DumpPixelShader(const char* path)
void GFXDebuggerBase::DumpVertexShader(const char* path)
{
char filename[MAX_PATH];
sprintf(filename, "%s/dump_vs_consts.txt", path);
sprintf(filename, "%sdump_vs_consts.txt", path);
File::CreateEmptyFile(filename);
File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);