Make sure a few more directories exist when needed. Most package builders (including cmake/cpack) do not install the empty directories in the shared data, and so the paths need to be created at runtime.

Also set up cmake/cpack to create prebuilt binary packages and source packages.
Also change the vertex shader dump file name in the gfx debugger to something that makes more sense.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6587 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice 2010-12-15 14:47:13 +00:00
parent 02a38baf7c
commit 77837b8034
3 changed files with 11 additions and 1 deletions

View File

@ -379,6 +379,11 @@ endif()
# TODO: CPACK_NSIS_*
# TODO: Use CPack components for DSPSpy, etc => cpack_add_component
set(CPACK_SET_DESTDIR ON)
set(CPACK_SOURCE_GENERATOR "TGZ;TBZ2;ZIP")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.svn")
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_BINARY_DIR}")
# CPack must be included after the CPACK_* variables are set in order for those
# variables to take effect.
include(CPack)

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@ -83,6 +83,8 @@ std::string CSharedContent::AddSharedContent(u8* _pHash)
memcpy(Element.FileName, c_ID, 8);
memcpy(Element.SHA1Hash, _pHash, 20);
m_Elements.push_back(Element);
File::CreateFullPath(contentMap);
FILE* pFile = fopen(contentMap, "ab");
if (pFile)
{
@ -403,6 +405,7 @@ cUIDsys::cUIDsys()
*(u64*)&(Element.titleID) = Common::swap64(TITLEID_SYSMENU);
*(u32*)&(Element.UID) = Common::swap32(lastUID++);
File::CreateFullPath(uidSys);
FILE* pFile = fopen(uidSys, "wb");
if (pFile)
{
@ -438,6 +441,8 @@ bool cUIDsys::AddTitle(u64 _TitleID)
*(u64*)&(Element.titleID) = Common::swap64(_TitleID);
*(u32*)&(Element.UID) = Common::swap32(lastUID++);
m_Elements.push_back(Element);
File::CreateFullPath(uidSys);
FILE* pFile = fopen(uidSys, "ab");
if (pFile)
{

View File

@ -126,7 +126,7 @@ void GFXDebuggerBase::DumpPixelShader(const char* path)
void GFXDebuggerBase::DumpVertexShader(const char* path)
{
char filename[MAX_PATH];
sprintf(filename, "%sdump_vs_consts.txt", path);
sprintf(filename, "%sdump_vs.txt", path);
File::CreateEmptyFile(filename);
File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);