mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #356 from PCSX2/issue-fixes
various bug-tracker fixes
This commit is contained in:
commit
070dce4c83
|
@ -515,13 +515,12 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
|
|||
|
||||
float4 FxaaPass(float4 FxaaColor, float2 texcoord)
|
||||
{
|
||||
FxaaTex tex;
|
||||
|
||||
#if(GLSL == 1)
|
||||
tex = TextureSampler;
|
||||
vec2 PixelSize = textureSize(tex, 0);
|
||||
FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
FxaaColor = FxaaPixelShader(texcoord, TextureSampler, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#else
|
||||
FxaaTex tex;
|
||||
|
||||
tex.tex = Texture;
|
||||
tex.smpl = TextureSampler;
|
||||
FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
|
|
|
@ -0,0 +1,44 @@
|
|||
/* PCSX2 - PS2 Emulator for PCs
|
||||
* Copyright (C) 2002-2014 PCSX2 Dev Team
|
||||
*
|
||||
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
||||
* of the GNU Lesser General Public License as published by the Free Software Found-
|
||||
* ation, either version 3 of the License, or (at your option) any later version.
|
||||
*
|
||||
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
||||
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
* PURPOSE. See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along with PCSX2.
|
||||
* If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <wx/apptrait.h>
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Pcsx2AppTraits
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Overrides and customizes some default wxWidgets behaviors. This class is instanized by
|
||||
// calls to Pcsx2App::CreateTraits(), which is called from wxWidgets as-needed. wxWidgets
|
||||
// does cache an instance of the traits, so the object construction need not be trivial
|
||||
// (translation: it can be complicated-ish -- it won't affect performance).
|
||||
//
|
||||
class Pcsx2AppTraits : public wxGUIAppTraits
|
||||
{
|
||||
typedef wxGUIAppTraits _parent;
|
||||
|
||||
public:
|
||||
virtual ~Pcsx2AppTraits() {}
|
||||
wxMessageOutput* CreateMessageOutput();
|
||||
|
||||
#ifdef wxUSE_STDPATHS
|
||||
#if wxMAJOR_VERSION < 3
|
||||
wxStandardPathsBase& GetStandardPaths();
|
||||
#else
|
||||
wxStandardPaths& GetStandardPaths();
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
|
@ -20,6 +20,7 @@
|
|||
#include "Threading.h"
|
||||
#include "wxGuiTools.h"
|
||||
#include "pxEvents.h"
|
||||
#include "AppTrait.h"
|
||||
|
||||
using namespace Threading;
|
||||
|
||||
|
@ -81,6 +82,8 @@ public:
|
|||
wxAppWithHelpers();
|
||||
virtual ~wxAppWithHelpers() {}
|
||||
|
||||
wxAppTraits* CreateTraits();
|
||||
|
||||
void CleanUp();
|
||||
|
||||
void DeleteObject( BaseDeletableObject& obj );
|
||||
|
|
|
@ -664,6 +664,18 @@ void wxAppWithHelpers::OnDeleteObject( wxCommandEvent& evt )
|
|||
delete (BaseDeletableObject*)evt.GetClientData();
|
||||
}
|
||||
|
||||
// In theory we create a Pcsx2App object which inherit from wxAppWithHelpers,
|
||||
// so Pcsx2App::CreateTraits must be used instead.
|
||||
//
|
||||
// However it doesn't work this way because wxAppWithHelpers constructor will
|
||||
// be called first. This constructor will build some wx objects (here wxTimer)
|
||||
// that require a trait. In others word, wxAppWithHelpers::CreateTraits will be
|
||||
// called instead
|
||||
wxAppTraits* wxAppWithHelpers::CreateTraits()
|
||||
{
|
||||
return new Pcsx2AppTraits;
|
||||
}
|
||||
|
||||
// Threads have their own deletion handler that propagates exceptions thrown by the thread to the UI.
|
||||
// (thus we have a fairly automatic threaded exception system!)
|
||||
void wxAppWithHelpers::OnDeleteThread( wxCommandEvent& evt )
|
||||
|
|
|
@ -362,31 +362,6 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Pcsx2AppTraits
|
||||
// --------------------------------------------------------------------------------------
|
||||
// Overrides and customizes some default wxWidgets behaviors. This class is instanized by
|
||||
// calls to Pcsx2App::CreateTraits(), which is called from wxWidgets as-needed. wxWidgets
|
||||
// does cache an instance of the traits, so the object construction need not be trivial
|
||||
// (translation: it can be complicated-ish -- it won't affect performance).
|
||||
//
|
||||
class Pcsx2AppTraits : public wxGUIAppTraits
|
||||
{
|
||||
typedef wxGUIAppTraits _parent;
|
||||
|
||||
public:
|
||||
virtual ~Pcsx2AppTraits() {}
|
||||
wxMessageOutput* CreateMessageOutput();
|
||||
|
||||
#ifdef wxUSE_STDPATHS
|
||||
#if wxMAJOR_VERSION < 3
|
||||
wxStandardPathsBase& GetStandardPaths();
|
||||
#else
|
||||
wxStandardPaths& GetStandardPaths();
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
// =====================================================================================================
|
||||
// Pcsx2App - main wxApp class
|
||||
// =====================================================================================================
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "Debugger/DisassemblyDialog.h"
|
||||
|
||||
#include "Utilities/IniInterface.h"
|
||||
#include "Utilities/AppTrait.h"
|
||||
|
||||
#include <wx/stdpaths.h>
|
||||
|
||||
|
|
|
@ -57,7 +57,10 @@ bool GSWndWGL::CreateContext(int major, int minor)
|
|||
// FIXME : Request a debug context to ease opengl development
|
||||
// Note: don't support deprecated feature (pre openg 3.1)
|
||||
//GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
|
||||
#ifdef ENABLE_OGL_DEBUG
|
||||
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
|
||||
#endif
|
||||
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
|
||||
0
|
||||
};
|
||||
|
||||
|
|
|
@ -527,9 +527,9 @@ float4 FxaaPass(float4 FxaaColor, float2 uv0)
|
|||
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
||||
#endif
|
||||
{
|
||||
FxaaTex tex;
|
||||
|
||||
#if (SHADER_MODEL >= 0x400)
|
||||
FxaaTex tex;
|
||||
tex.tex = Texture;
|
||||
tex.smpl = TextureSampler;
|
||||
|
||||
|
@ -538,12 +538,11 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
|||
|
||||
#elif (FXAA_GLSL_130 == 1)
|
||||
|
||||
tex = TextureSampler;
|
||||
vec2 PixelSize = textureSize(tex, 0);
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
vec2 PixelSize = textureSize(TextureSampler, 0);
|
||||
FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
|
||||
#else
|
||||
|
||||
FxaaTex tex;
|
||||
tex = TextureSampler;
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#endif
|
||||
|
|
|
@ -2053,9 +2053,9 @@ static const char* fxaa_fx =
|
|||
"float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)\n"
|
||||
"#endif\n"
|
||||
"{\n"
|
||||
" FxaaTex tex;\n"
|
||||
"\n"
|
||||
" #if (SHADER_MODEL >= 0x400)\n"
|
||||
" FxaaTex tex;\n"
|
||||
" tex.tex = Texture;\n"
|
||||
" tex.smpl = TextureSampler;\n"
|
||||
"\n"
|
||||
|
@ -2064,12 +2064,11 @@ static const char* fxaa_fx =
|
|||
"\n"
|
||||
" #elif (FXAA_GLSL_130 == 1)\n"
|
||||
"\n"
|
||||
" tex = TextureSampler;\n"
|
||||
" vec2 PixelSize = textureSize(tex, 0);\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
" vec2 PixelSize = textureSize(TextureSampler, 0);\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
"\n"
|
||||
" #else\n"
|
||||
"\n"
|
||||
" FxaaTex tex;\n"
|
||||
" tex = TextureSampler;\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
" #endif\n"
|
||||
|
|
Loading…
Reference in New Issue