Disable the default PIC generation on OS X. This might make for a
minor performance improvement and also possibly make that platform a little less prone to problems with ABI assumptions in the JIT code, although I haven't measured the first or seen signs of the latter. Only the GL context needs to be specifically freed when shutting down OpenGL. The GL canvas is implicitly freed by wxWindow. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6885 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -123,6 +123,7 @@ if sys.platform == 'darwin':
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env['CCFLAGS'] += ccld
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env['CCFLAGS'] += ['-Xarch_i386', '-msse3', '-Xarch_x86_64', '-mssse3']
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env['CCFLAGS'] += ['-mtune=core2', '-Xarch_x86_64', '-march=core2']
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env['CCFLAGS'] += ['-mdynamic-no-pic']
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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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@ -135,7 +136,9 @@ if sys.platform == 'darwin':
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env['LIBS'] = ['iconv']
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env['LINKFLAGS'] += ccld
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env['LINKFLAGS'] += ['-Wl,-search_paths_first', '-Wl,-Z', '-F' + system]
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env['SHCCFLAGS'] = env['CCFLAGS'] # Get rid of the -fPIC added in gcc.py
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env['SHLINKFLAGS'] += ['-Wl,-undefined,dynamic_lookup']
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env['SHLINKFLAGS'] += ['-Xarch_i386', '-Wl,-read_only_relocs,suppress']
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if platform.mac_ver()[0] >= '10.6.0':
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env['CCFLAGS'] += ['-Wextra-tokens', '-Wnewline-eof']
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@ -163,6 +166,7 @@ if sys.platform == 'darwin':
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env['CPPPATH'] += ['#Externals']
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env['FRAMEWORKPATH'] += ['Externals/Cg']
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env['FRAMEWORKS'] += ['Cg']
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env['shared_sdl'] = True
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env['shared_zlib'] = True
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env['data_dir'] = '#' + env['prefix'] + '/Dolphin.app/Contents/Resources'
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@ -572,7 +572,7 @@ void OpenGL_Update()
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void OpenGL_Shutdown()
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{
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#if defined(USE_WX) && USE_WX
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delete GLWin.glCanvas;
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delete GLWin.glCtxt;
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#elif defined(__APPLE__)
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[GLWin.cocoaWin close];
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[GLWin.cocoaCtx clearDrawable];
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@ -383,7 +383,7 @@ void OpenGL_Update()
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void OpenGL_Shutdown()
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{
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#if defined(USE_WX) && USE_WX
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delete GLWin.glCanvas;
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delete GLWin.glCtxt;
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#elif defined(_WIN32)
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if (hRC) // Do We Have A Rendering Context?
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{
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