mirror of https://github.com/PCSX2/pcsx2.git
Get rid of a few GSdx warnings. Remove some extra newlines in Sio's console output.
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0cbbf2daf9
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6710b0c906
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@ -171,7 +171,7 @@ SIO_WRITE sioWriteStart(u8 data)
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case 0x81: siomode = SIO_MEMCARD; break;
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case 0x81: siomode = SIO_MEMCARD; break;
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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DEVICE_UNPLUGGED();
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DEVICE_UNPLUGGED();
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siomode = SIO_DUMMY;
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siomode = SIO_DUMMY;
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break;
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break;
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@ -257,7 +257,7 @@ SIO_WRITE sioWriteMultitap(u8 data)
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break;
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break;
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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sio.buf[3] = 0x00;
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sio.buf[3] = 0x00;
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sio.buf[4] = 0x00;
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sio.buf[4] = 0x00;
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sio.buf[5] = 0x00;
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sio.buf[5] = 0x00;
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@ -364,7 +364,7 @@ SIO_WRITE memcardErase(u8 data)
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break;
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break;
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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sio.bufCount = -1;
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sio.bufCount = -1;
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//sio.bufSize = 3;
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//sio.bufSize = 3;
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//sio.bufCount = 4;
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//sio.bufCount = 4;
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@ -425,7 +425,7 @@ SIO_WRITE memcardWrite(u8 data)
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}
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}
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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sio.bufCount = -1;
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sio.bufCount = -1;
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//sio.bufSize = 3;
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//sio.bufSize = 3;
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//sio.bufCount = 4;
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//sio.bufCount = 4;
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@ -515,7 +515,7 @@ SIO_WRITE memcardRead(u8 data)
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}
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}
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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sio.bufCount = -1;
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sio.bufCount = -1;
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//sio.bufSize = 3;
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//sio.bufSize = 3;
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//sio.bufCount = 4;
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//sio.bufCount = 4;
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@ -706,7 +706,7 @@ SIO_WRITE sioWriteMemcard(u8 data)
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break;
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break;
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default:
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default:
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DevCon.Warning("%s cmd: %02X??\n", __FUNCTION__, data);
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DevCon.Warning("%s cmd: %02X??", __FUNCTION__, data);
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siomode = SIO_DUMMY;
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siomode = SIO_DUMMY;
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break;
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break;
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}
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}
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@ -562,17 +562,23 @@ void GSRendererOGL::EmulateBlending(bool DATE_GL42)
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bool accumulation_blend = !!(blend_flag & BLEND_ACCU);
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bool accumulation_blend = !!(blend_flag & BLEND_ACCU);
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// Warning no break on purpose
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// Warning no break on purpose
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// Note: the "fall through" comments tell gcc not to complain about not having breaks.
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switch (m_sw_blending) {
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switch (m_sw_blending) {
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case ACC_BLEND_ULTRA: sw_blending |= true;
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case ACC_BLEND_ULTRA: sw_blending |= true;
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// fall through
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case ACC_BLEND_FULL: if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) GetAlphaMinMax();
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case ACC_BLEND_FULL: if (!m_vt.m_alpha.valid && (ALPHA.C == 0)) GetAlphaMinMax();
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sw_blending |= (ALPHA.A != ALPHA.B) &&
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sw_blending |= (ALPHA.A != ALPHA.B) &&
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((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u));
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((ALPHA.C == 0 && m_vt.m_alpha.max > 128) || (ALPHA.C == 2 && ALPHA.FIX > 128u));
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// fall through
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case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0);
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case ACC_BLEND_CCLIP_DALPHA: sw_blending |= (ALPHA.C == 1) || (m_env.COLCLAMP.CLAMP == 0);
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// Initial idea was to enable accurate blending for sprite rendering to handle
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// Initial idea was to enable accurate blending for sprite rendering to handle
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// correctly post-processing effect. Some games (ZoE) use tons of sprites as particles.
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// correctly post-processing effect. Some games (ZoE) use tons of sprites as particles.
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// In order to keep it fast, let's limit it to smaller draw call.
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// In order to keep it fast, let's limit it to smaller draw call.
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// fall through
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case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100;
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case ACC_BLEND_SPRITE: sw_blending |= m_vt.m_primclass == GS_SPRITE_CLASS && m_drawlist.size() < 100;
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// fall through
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case ACC_BLEND_FREE: sw_blending |= impossible_or_free_blend;
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case ACC_BLEND_FREE: sw_blending |= impossible_or_free_blend;
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// fall through
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default: /*sw_blending |= accumulation_blend*/;
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default: /*sw_blending |= accumulation_blend*/;
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}
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}
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// SW Blending
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// SW Blending
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@ -252,6 +252,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read,
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case GSTexture::Offscreen:
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case GSTexture::Offscreen:
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// Offscreen is only used to read color. So it only requires 4B by pixel
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// Offscreen is only used to read color. So it only requires 4B by pixel
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m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
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m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
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// fall through
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case GSTexture::Texture:
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case GSTexture::Texture:
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case GSTexture::RenderTarget:
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case GSTexture::RenderTarget:
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case GSTexture::DepthStencil:
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case GSTexture::DepthStencil:
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@ -47,6 +47,10 @@ public:
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__forceinline GSVector4i()
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__forceinline GSVector4i()
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{
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{
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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}
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}
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__forceinline GSVector4i(int x, int y, int z, int w)
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__forceinline GSVector4i(int x, int y, int z, int w)
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