minor cleanup - don't leak so many fragment shaders :p also fix address range for the Generate Symbol Map feature
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3379 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -160,7 +160,7 @@ void CCodeWindow::OnSymbolsMenu(wxCommandEvent& event)
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break;
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case IDM_SCANFUNCTIONS:
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{
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PPCAnalyst::FindFunctions(0x81300000, 0x81800000, &g_symbolDB);
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PPCAnalyst::FindFunctions(0x80000000, 0x80400000, &g_symbolDB);
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SignatureDB db;
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if (db.Load((File::GetSysDirectory() + TOTALDB).c_str()))
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db.Apply(&g_symbolDB);
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@ -27,6 +27,14 @@
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struct FRAGMENTSHADER
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{
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FRAGMENTSHADER() : glprogid(0) { }
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void Destroy()
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{
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if (glprogid)
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{
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glDeleteProgramsARB(1, &glprogid);
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glprogid = 0;
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}
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}
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GLuint glprogid; // opengl program id
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string strprog;
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@ -41,10 +49,9 @@ class PixelShaderCache
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int frameCount;
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PSCacheEntry() : frameCount(0) {}
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~PSCacheEntry() {}
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void Destroy() {
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// printf("Destroying ps %i\n", shader.glprogid);
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glDeleteProgramsARB(1, &shader.glprogid);
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shader.glprogid = 0;
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void Destroy()
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{
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shader.Destroy();
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}
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};
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@ -893,11 +893,12 @@ void Renderer::Swap(const TRectangle& rc)
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// Tell the OSD Menu about the current internal resolution
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OSDInternalW = rc.right; OSDInternalH = rc.bottom;
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// ---------------------------------------------------------------------
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// Apply AA
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Make sure that the wireframe setting doesn't screw up the screen copy.
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// ---------------------------------------------------------------------
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// Resolve the multisampled rendertarget into the normal one.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1)
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{
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// Use framebuffer blit to stretch screen.
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@ -952,6 +953,8 @@ void Renderer::Swap(const TRectangle& rc)
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glTexCoordPointer(2, GL_FLOAT, 0, (void *)uv_data);
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glDrawArrays(GL_QUADS, 0, 4);
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*/
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// Here's an opportunity to bind a fragment shader to do post processing.
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glBegin(GL_QUADS);
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glTexCoord2f(0, v_min); glVertex2f(-1, -1);
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@ -40,13 +40,15 @@ const int renderBufferHeight = 1024;
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static FRAGMENTSHADER s_rgbToYuyvProgram;
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static FRAGMENTSHADER s_yuyvToRgbProgram;
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// todo - store shaders in a smarter way - there are not 64 different copy texture formats
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// output is BGRA because that is slightly faster than RGBA
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// Output is BGRA because that is slightly faster than RGBA.
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// TODO: Use the dot() function for faster dot products. Probably mostly helps ATI (nvidia is scalar anyway).
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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@ -152,6 +154,13 @@ void Shutdown()
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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s_rgbToYuyvProgram.Destroy();
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s_yuyvToRgbProgram.Destroy();
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for (int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
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s_encodingPrograms[i].Destroy();
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s_srcTexture = 0;
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s_dstRenderBuffer = 0;
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s_texConvFrameBuffer = 0;
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