Include "Hash.h" rather than "hash.h" for case-sensitive file systems.

Fix some compiler warnings.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6141 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2010-08-28 15:53:01 +00:00
parent ae802f0403
commit 1d05290be7
6 changed files with 14 additions and 14 deletions

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@ -50,8 +50,8 @@ void Jit64::lXXx(UGeckoInstruction inst)
{ Default(inst); return; }
// Determine memory access size and sign extend
int accessSize;
bool signExtend;
int accessSize = 0;
bool signExtend = false;
switch (inst.OPCD)
{
case 32: /* lwz */

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@ -17,7 +17,7 @@
#ifndef _TEXTUREDECODER_H
#define _TEXTUREDECODER_H
#include "hash.h"
#include "Hash.h"
enum
{
TMEM_SIZE = 1024*1024,

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@ -240,7 +240,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = color%d;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat = color0;\n", j);
WRITE(p, "mat = color0;\n");
else
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
@ -252,7 +252,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc = color0;\n", j);
WRITE(p, "lacc = color0;\n");
else
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
@ -270,7 +270,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & (VB_HAS_COL0<<j))
WRITE(p, "mat.w = color%d.w;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat.w = color0.w;\n", j);
WRITE(p, "mat.w = color0.w;\n");
else WRITE(p, "mat.w = 1.0f;\n");
}
else // from color
@ -283,7 +283,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = color%d.w;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc.w = color0.w;\n", j);
WRITE(p, "lacc.w = color0.w;\n");
else
WRITE(p, "lacc.w = 0.0f;\n");
}
@ -533,7 +533,7 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
else if (chan.attnfunc == 1)
{ // specular
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz);\n",index);
WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
}

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@ -200,9 +200,9 @@ bool AnalyzeAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
break;
case GX_CMD_CALL_DL:
{
u32 address = DataReadU32();
u32 addr = DataReadU32();
u32 count = DataReadU32();
ExecuteDisplayList(address, count);
ExecuteDisplayList(addr, count);
}
break;
case GX_CMD_UNKNOWN_METRICS: // zelda 4 swords calls it and checks the metrics registers after that
@ -359,9 +359,9 @@ bool CompileAndRunDisplayList(u32 address, int size, CachedDisplayList *dl)
case GX_CMD_CALL_DL:
{
u32 address = DataReadU32();
u32 addr= DataReadU32();
u32 count = DataReadU32();
ExecuteDisplayList(address, count);
ExecuteDisplayList(addr, count);
emitter.ABI_CallFunctionCC((void *)&ExecuteDisplayList, address, count);
}
break;

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@ -81,4 +81,4 @@ inline void MatrixTransformVertex(Matrix const & m, Vertex & v)
}
}
#endif
#endif

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@ -632,7 +632,7 @@ void Wiimote::Update()
// IR
if (rptf.ir)
GetIRData(data + rptf.ir, (rptf.accel!=NULL));
GetIRData(data + rptf.ir, (rptf.accel != 0));
// extension
if (rptf.ext)