All 64-bit capable Macs have the SSSE3 extension.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6671 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -121,7 +121,7 @@ if sys.platform == 'darwin':
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ccld += ['--sysroot=/Developer/SDKs/MacOSX10.5.sdk']
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system = '/System/Library/Frameworks'
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env['CCFLAGS'] += ccld
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env['CCFLAGS'] += ['-msse3']
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env['CCFLAGS'] += ['-Xarch_i386', '-msse3', '-Xarch_x86_64', '-mssse3']
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env['CCFLAGS'] += ['-iframework/Developer/SDKs/MacOSX10.5.sdk' + system]
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env['CCFLAGS'] += ['-iframework/Developer/SDKs/MacOSX10.6.sdk' + system]
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env['CC'] = "gcc-4.2 -ObjC"
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@ -136,6 +136,8 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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void OnPixelFormatChange(const BPCmd &bp)
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{
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int convtype = -1;
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays the same.
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* Since we are always using an RGBA8 buffer though, this causes issues in some games.
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@ -145,14 +147,13 @@ void OnPixelFormatChange(const BPCmd &bp)
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!g_ActiveConfig.backend_info.bSupportsFormatReinterpretation)
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return;
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int new_format = bpmem.zcontrol.pixel_format;
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int old_format = Renderer::GetPrevPixelFormat();
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unsigned int new_format = bpmem.zcontrol.pixel_format;
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unsigned int old_format = Renderer::GetPrevPixelFormat();
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// no need to reinterpret pixel data in these cases
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if (new_format == old_format || old_format == (unsigned int)-1)
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goto skip;
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int convtype = -1;
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switch (old_format)
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{
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case PIXELFMT_RGB8_Z24:
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@ -677,4 +677,4 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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entry->FromRenderTarget(bFromZBuffer, bScaleByHalf, cbufid, colmat, source_rect, bIsIntensityFmt, copyfmt);
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g_renderer->RestoreAPIState();
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}
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}
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