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
This commit is contained in:
Soren Jorvang 2010-12-27 22:17:19 +00:00
parent b21c361a1a
commit 33506f5bdc
3 changed files with 6 additions and 5 deletions

View File

@ -121,7 +121,7 @@ if sys.platform == 'darwin':
ccld += ['--sysroot=/Developer/SDKs/MacOSX10.5.sdk']
system = '/System/Library/Frameworks'
env['CCFLAGS'] += ccld
env['CCFLAGS'] += ['-msse3']
env['CCFLAGS'] += ['-Xarch_i386', '-msse3', '-Xarch_x86_64', '-mssse3']
env['CCFLAGS'] += ['-iframework/Developer/SDKs/MacOSX10.5.sdk' + system]
env['CCFLAGS'] += ['-iframework/Developer/SDKs/MacOSX10.6.sdk' + system]
env['CC'] = "gcc-4.2 -ObjC"

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@ -136,6 +136,8 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
void OnPixelFormatChange(const BPCmd &bp)
{
int convtype = -1;
/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays the same.
* Since we are always using an RGBA8 buffer though, this causes issues in some games.
@ -145,14 +147,13 @@ void OnPixelFormatChange(const BPCmd &bp)
!g_ActiveConfig.backend_info.bSupportsFormatReinterpretation)
return;
int new_format = bpmem.zcontrol.pixel_format;
int old_format = Renderer::GetPrevPixelFormat();
unsigned int new_format = bpmem.zcontrol.pixel_format;
unsigned int old_format = Renderer::GetPrevPixelFormat();
// no need to reinterpret pixel data in these cases
if (new_format == old_format || old_format == (unsigned int)-1)
goto skip;
int convtype = -1;
switch (old_format)
{
case PIXELFMT_RGB8_Z24:

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@ -677,4 +677,4 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
entry->FromRenderTarget(bFromZBuffer, bScaleByHalf, cbufid, colmat, source_rect, bIsIntensityFmt, copyfmt);
g_renderer->RestoreAPIState();
}
}