mirror of https://github.com/PCSX2/pcsx2.git
zzogl-pg: Reduce the # of compiler warnings.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2813 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
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564f443644
commit
ea04f34136
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@ -57,7 +57,7 @@ u8* g_pBasePS2Mem = NULL;
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int g_TransferredToGPU = 0;
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std::string s_strIniPath("inis/"); // Air's new ini path (r2361)
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static BOOL g_bHidden = 0;
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//static BOOL g_bHidden = 0;
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int g_GameSettings = 0;
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int CurrentSavestate = 0; // Number of SaveSlot. Default is 0
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bool SaveStateExists = true; // We could not know save slot status before first change occured
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@ -637,7 +637,7 @@ void ProcessMessages()
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}
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else {
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SendMessage(GShwnd, WM_DESTROY, 0, 0);
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g_bHidden = 1;
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//g_bHidden = 1;
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return;
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}
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}
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@ -46,6 +46,7 @@ void SaveConfig()
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void LoadConfig()
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{
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int err = 0;
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memset(&conf, 0, sizeof(conf));
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conf.interlace = 0; // on, mode 1
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conf.mrtdepth = 1;
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@ -63,12 +64,12 @@ void LoadConfig()
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SaveConfig();//save and return
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return;
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}
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fscanf(f, "interlace = %hhx\n", &conf.interlace);
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fscanf(f, "mrtdepth = %hhx\n", &conf.mrtdepth);
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fscanf(f, "options = %x\n", &conf.options);//u32
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fscanf(f, "bilinear = %hhx\n", &conf.bilinear);
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fscanf(f, "aliasing = %hhx\n", &conf.aa);
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fscanf(f, "gamesettings = %x\n", &conf.gamesettings);//u32
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err = fscanf(f, "interlace = %hhx\n", &conf.interlace);
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err = fscanf(f, "mrtdepth = %hhx\n", &conf.mrtdepth);
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err = fscanf(f, "options = %x\n", &conf.options);//u32
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err = fscanf(f, "bilinear = %hhx\n", &conf.bilinear);
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err = fscanf(f, "aliasing = %hhx\n", &conf.aa);
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err = fscanf(f, "gamesettings = %x\n", &conf.gamesettings);//u32
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fclose(f);
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// filter bad files
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@ -24,6 +24,7 @@
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#include "GS.h"
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#include "Linux.h"
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#include "zerogs.h"
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#include <map>
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@ -113,29 +114,30 @@ void CreateGameHackTable(GtkWidget *treeview)
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//setup the model with all our rows of option data
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mapConfOpts.clear();
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add_map_entry(0x00000001, "00000001", "Tex Target checking - 00000001\nLego Racers");
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add_map_entry(0x00000002, "00000002", "Auto reset targs - 00000002\nShadow Hearts, Samurai Warriors. Use when game is slow and toggling AA fixes it.");
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add_map_entry(0x00000010, "00000010", "No target resolves - 00000010\nStops all resolving of targets. Try this first for really slow games. Dark Cloud 1");
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add_map_entry(0x00000020, "00000020", "Exact color testing - 00000020\nFixes overbright or shadow/black artifacts (Crash 'n Burn).");
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add_map_entry(0x00000040, "00000040", "No color clamping - 00000040\nSpeeds up games, but might be too bright or too dim.");
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add_map_entry(0x00000100, "00000100", "Alpha Fail hack - 00000100\nFor Sonic Unleashed, Shadow the Hedgehog, Ghost in the Shell. Remove vertical stripes or other coloring artefacts. Break Persona 4 and MGS3");
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add_map_entry(0x00000200, "00000200", "Disable depth updates - 00000200");
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add_map_entry(0x00000400, "00000400", "Resolve Hack #1 - 00000400\nKingdom Hearts. Speeds some games.");
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add_map_entry(0x00000800, "00000800", "Resolve Hack #2 - 00000800\nShadow Hearts, Urbz. Destroy FFX");
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add_map_entry(0x00001000, "00001000", "No target CLUT - 00001000\nResident Evil 4, or foggy scenes.");
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add_map_entry(0x00002000, "00002000", "Disable stencil buffer - 00002000\nUsually safe to do for simple scenes. Harvest Moon");
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add_map_entry(0x00008000, "00008000", "No depth resolve - 00008000\nMight give z buffer artifacts.");
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add_map_entry(0x00010000, "00010000", "Full 16 bit resolution - 00010000\nUse when half the screen is missing.");
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add_map_entry(0x00020000, "00020000", "Resolve Hack #3 - 00020000\nNeopets");
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add_map_entry(0x00040000, "00040000", "Fast Update - 00040000\nOkami. Speeds some games. Needs for Sonic Unleashed");
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add_map_entry(0x00080000, "00080000", "Disable alpha testing - 00080000");
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add_map_entry(0x00100000, "00100000", "Enable Multiple RTs - 00100000");
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add_map_entry(0x01000000, "01000000", "Specular Highlights - 01000000\nMakes Xenosaga and Okage graphics faster by removing highlights");
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add_map_entry(0x02000000, "02000000", "Partial targets - 02000000");
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add_map_entry(0x04000000, "04000000", "Partial depth - 04000000");
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add_map_entry(0x10000000, "10000000", "Gust fix, made gustgame more clean and fast - 10000000");
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add_map_entry(0x20000000, "20000000", "No logarithmic Z, could decrease number of Z-artefacts - 20000000");
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add_map_entry(0x00000004, "00000004", "Interlace 2X - 00000004\nFixes 2x bigger screen (Gradius 3).");
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add_map_entry(GAME_TEXTURETARGS, "00000001", "Tex Target checking - 00000001\nLego Racers");
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add_map_entry(GAME_AUTORESET, "00000002", "Auto reset targs - 00000002\nShadow Hearts, Samurai Warriors. Use when game is slow and toggling AA fixes it.");
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add_map_entry(GAME_NOTARGETRESOLVE, "00000010", "No target resolves - 00000010\nStops all resolving of targets. Try this first for really slow games. Dark Cloud 1");
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add_map_entry(GAME_EXACTCOLOR, "00000020", "Exact color testing - 00000020\nFixes overbright or shadow/black artifacts (Crash 'n Burn).");
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add_map_entry(GAME_NOCOLORCLAMP, "00000040", "No color clamping - 00000040\nSpeeds up games, but might be too bright or too dim.");
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add_map_entry(GAME_NOALPHAFAIL, "00000100", "Alpha Fail hack - 00000100\nFor Sonic Unleashed, Shadow the Hedgehog, Ghost in the Shell. Remove vertical stripes or other coloring artefacts. Break Persona 4 and MGS3");
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add_map_entry(GAME_NODEPTHUPDATE, "00000200", "Disable depth updates - 00000200");
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add_map_entry(GAME_QUICKRESOLVE1, "00000400", "Resolve Hack #1 - 00000400\nKingdom Hearts. Speeds some games.");
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add_map_entry(GAME_NOQUICKRESOLVE, "00000800", "Resolve Hack #2 - 00000800\nShadow Hearts, Urbz. Destroy FFX");
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add_map_entry(GAME_NOTARGETCLUT, "00001000", "No target CLUT - 00001000\nResident Evil 4, or foggy scenes.");
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add_map_entry(GAME_NOSTENCIL, "00002000", "Disable stencil buffer - 00002000\nUsually safe to do for simple scenes. Harvest Moon");
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add_map_entry(GAME_NODEPTHRESOLVE, "00008000", "No depth resolve - 00008000\nMight give z buffer artifacts.");
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add_map_entry(GAME_FULL16BITRES, "00010000", "Full 16 bit resolution - 00010000\nUse when half the screen is missing.");
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add_map_entry(GAME_RESOLVEPROMOTED, "00020000", "Resolve Hack #3 - 00020000\nNeopets");
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add_map_entry(GAME_FASTUPDATE, "00040000", "Fast Update - 00040000\nOkami. Speeds some games. Needs for Sonic Unleashed");
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add_map_entry(GAME_NOALPHATEST, "00080000", "Disable alpha testing - 00080000");
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add_map_entry(GAME_DISABLEMRTDEPTH, "00100000", "Enable Multiple RTs - 00100000");
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add_map_entry(GAME_XENOSPECHACK, "01000000", "Specular Highlights - 01000000\nMakes Xenosaga and Okage graphics faster by removing highlights");
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add_map_entry(GAME_PARTIALPOINTERS, "02000000", "Partial targets - 02000000");
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add_map_entry(GAME_PARTIALDEPTH, "04000000", "Partial depth - 04000000");
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add_map_entry(GAME_GUSTHACK, "10000000", "Gust fix, made gustgame more clean and fast - 10000000");
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add_map_entry(GAME_NOLOGZ, "20000000", "No logarithmic Z, could decrease number of Z-artefacts - 20000000");
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add_map_entry(GAME_INTERLACE2X, "00000004", "Interlace 2X - 00000004\nFixes 2x bigger screen (Gradius 3).");
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for(map<string, confOptsStruct>::iterator it = mapConfOpts.begin(); it != mapConfOpts.end(); ++it)
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{
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@ -14,6 +14,7 @@
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<Option createDefFile="1" />
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<Option createStaticLib="1" />
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<Compiler>
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<Add option="-Wall" />
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<Add option="-g" />
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</Compiler>
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<Linker>
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@ -29,6 +30,7 @@
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<Option createStaticLib="1" />
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<Compiler>
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<Add option="-O2" />
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<Add option="-W" />
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</Compiler>
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<Linker>
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<Add option="-s" />
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@ -37,11 +39,15 @@
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</Target>
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</Build>
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<Compiler>
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<Add option="-Wall" />
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<Add option="`pkg-config gtk+-2.0 --cflags`" />
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<Add option="-Wno-format" />
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<Add option="-Wno-unused-parameter" />
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<Add option="-Wno-unused-value" />
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<Add option="-Wunused-variable" />
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<Add option="-m32" />
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<Add option="-I/opt/cg/include -L/opt/cg/lib" />
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<Add option="-msse2" />
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<Add option="-fno-strict-aliasing" />
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<Add option="-pipe -msse -msse2" />
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<Add option="-fno-regmove" />
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<Add option="-DZEROGS_SSE2" />
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<Add directory="../../Linux" />
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@ -266,6 +266,7 @@ struct TGA_HEADER
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bool
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ZeroGS::SaveTGA(const char* filename, int width, int height, void* pdata)
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{
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int err = 0;
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TGA_HEADER hdr;
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FILE* f = fopen(filename, "wb");
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if (f == NULL)
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@ -280,8 +281,8 @@ ZeroGS::SaveTGA(const char* filename, int width, int height, void* pdata)
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hdr.height = height;
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hdr.descriptor |= 8|(1<<5); // 8bit alpha, flip vertical
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fwrite(&hdr, sizeof(hdr), 1, f);
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fwrite(pdata, width * height * 4, 1, f);
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err = fwrite(&hdr, sizeof(hdr), 1, f);
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err = fwrite(pdata, width * height * 4, 1, f);
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fclose(f);
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return true;
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}
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@ -48,7 +48,10 @@ extern u32 s_uFramebuffer;
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# define INC_RESOLVE() ++g_nResolve
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#endif
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#ifdef DEVBUILD
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static int g_bSaveResolved = 0;
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#endif
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extern int s_nResolved;
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extern u32 g_nResolve;
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extern bool g_bSaveTrans;
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@ -1241,10 +1244,10 @@ CRenderTarget* ZeroGS::CRenderTargetMngr::GetTarg(const frameInfo& frame, u32 op
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// its data instead of resolving then updating (ffx2). Do not change the original target.
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for(MAPTARGETS::iterator it = mapTargets.begin(); it != mapTargets.end(); ++it) {
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if( it->second->start < end && start < it->second->end ) {
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if((g_GameSettings&GAME_FASTUPDATE) ||
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(frame.fbw == it->second->fbw) &&
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if ((g_GameSettings&GAME_FASTUPDATE) ||
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((frame.fbw == it->second->fbw) &&
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// check depth targets only if partialdepth option
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((it->second->fbp != frame.fbp) || ((g_GameSettings & GAME_PARTIALDEPTH) && (opts & CRenderTargetMngr::TO_DepthBuffer))))
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((it->second->fbp != frame.fbp) || ((g_GameSettings & GAME_PARTIALDEPTH) && (opts & CRenderTargetMngr::TO_DepthBuffer)))))
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{
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if( besttarg != 0 ) {
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besttarg = 0;
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@ -19,7 +19,9 @@
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#ifndef __ZEROGS__H
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#define __ZEROGS__H
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#ifdef _MSC_VER
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#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
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#endif
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// ----------------------------- Includes
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#include "PS2Etypes.h"
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