code cleanup, focusing on dsp hle

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5143 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Shawn Hoffman
2010-02-28 18:21:22 +00:00
parent cff39f5382
commit 80d303222b
32 changed files with 673 additions and 3590 deletions

View File

@ -22,9 +22,6 @@
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigDlg.h"
DSPConfigDialogHLE* m_ConfigFrame = NULL;
#include "Debugger/File.h" // For file logging
#include "Debugger/Debugger.h"
DSPDebuggerHLE* m_DebuggerFrame = NULL;
#endif
#include "ChunkFile.h"
@ -124,19 +121,6 @@ wxWindow* GetParentedWxWindow(HWND Parent)
void DllDebugger(HWND _hParent, bool Show)
{
#if defined(HAVE_WX) && HAVE_WX
if (Show)
{
if (!m_DebuggerFrame)
m_DebuggerFrame = new DSPDebuggerHLE(NULL);
//m_DebuggerFrame = new DSPDebuggerHLE(GetParentedWxWindow(_hParent));
m_DebuggerFrame->Show();
}
else
{
if (m_DebuggerFrame) m_DebuggerFrame->Close();
}
#endif
}
@ -167,7 +151,6 @@ void DllConfig(HWND _hParent)
#if defined(HAVE_WX) && HAVE_WX
// Load config settings
g_Config.Load();
g_Config.GameIniLoad(globals->game_ini);
wxWindow *frame = GetParentedWxWindow(_hParent);
m_ConfigFrame = new DSPConfigDialogHLE(frame);
@ -221,19 +204,6 @@ void Shutdown()
// Delete the UCodes
CDSPHandler::Destroy();
#if defined(HAVE_WX) && HAVE_WX
// Reset mails
/*
if (m_DebuggerFrame)
{
sMailLog.clear();
sMailTime.clear();
m_DebuggerFrame->sMail.clear();
m_DebuggerFrame->sMailEnd.clear();
}
*/
#endif
}
void DoState(unsigned char **ptr, int mode)
@ -331,11 +301,9 @@ void DSP_Update(int cycles)
CDSPHandler::GetInstance().Update(cycles);
}
/* Other Audio will pass through here. The kind of audio that sometimes are
used together with pre-drawn movies. This audio can be disabled further
inside Mixer_PushSamples(), the reason that we don't disable this entire
function when Other Audio is disabled is that then we can't turn it back on
again once the game has started. */
// The reason that we don't disable this entire
// function when Other Audio is disabled is that then we can't turn it back on
// again once the game has started.
void DSP_SendAIBuffer(unsigned int address, unsigned int num_samples)
{
if (!soundStream)