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Linux global build. At least the basic footwork is done here.
Basic usage: "sudo scons install=global install" Hopefully this doesn't break builds on Macs. I have tested this on linux and windows. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -150,11 +150,11 @@ void PixelShaderCache::Init()
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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Clear();
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if (!File::Exists(FULL_SHADERCACHE_DIR))
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File::CreateDir(FULL_SHADERCACHE_DIR);
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%s%s-ps.cache", FULL_SHADERCACHE_DIR, globals->unique_id);
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sprintf(cache_filename, "%s%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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PixelShaderCacheInserter inserter;
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int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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@ -231,7 +231,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/ps_%04i.txt", FULL_DUMP_DIR, counter++);
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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SaveData(szTemp, code);
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}
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@ -290,4 +290,4 @@ std::string PixelShaderCache::GetCurrentShaderCode()
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else
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return "(no shader)\n";
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}
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#endif
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#endif
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