mirror of https://github.com/PCSX2/pcsx2.git
pcsx2: Update the project files to no longer have coroutine. Fix a compiler warning. (zzogl-pg: Modify comments.)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3569 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -371,7 +371,6 @@ set(pcsx2GuiHeaders
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# IPU sources
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# IPU sources
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set(pcsx2IPUSources
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set(pcsx2IPUSources
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IPU/coroutine.cpp
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IPU/IPU.cpp
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IPU/IPU.cpp
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IPU/IPU_Fifo.cpp
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IPU/IPU_Fifo.cpp
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IPU/mpeg2lib/Idct.cpp
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IPU/mpeg2lib/Idct.cpp
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@ -380,7 +379,6 @@ set(pcsx2IPUSources
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# IPU headers
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# IPU headers
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set(pcsx2IPUHeaders
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set(pcsx2IPUHeaders
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IPU/coroutine.h
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IPU/IPU.h
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IPU/IPU.h
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IPU/IPU_Fifo.h
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IPU/IPU_Fifo.h
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IPU/yuv2rgb.h)
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IPU/yuv2rgb.h)
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@ -554,13 +552,11 @@ set(pcsx2x86Headers
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# colect .asm files
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# colect .asm files
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set(pcsx2AsmFiles
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set(pcsx2AsmFiles
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IPU/acoroutine.asm
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IPU/yuv2rgb.asm
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IPU/yuv2rgb.asm
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x86/ix86-32/aVif_proc-32.asm)
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x86/ix86-32/aVif_proc-32.asm)
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# collect .S files
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# collect .S files
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set(pcsx2SSources
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set(pcsx2SSources
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IPU/acoroutine.S
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x86/aVUzerorec.S)
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x86/aVUzerorec.S)
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# change language of .S-files to c++
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# change language of .S-files to c++
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@ -975,7 +975,7 @@ u8 __fastcall getBits128(u8 *address, u32 advance)
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notMask.lo = ~mask.lo & data.lo;
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notMask.lo = ~mask.lo & data.lo;
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notMask.hi = ~mask.hi & data.hi;
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notMask.hi = ~mask.hi & data.hi;
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notMask.lo >>= 8 - shift;
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notMask.lo >>= 8 - shift;
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notMask.lo |= (notMask.hi & (0xFFFFFFFFFFFFFFFF >> (64 - shift))) << (64 - shift);
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notMask.lo |= (notMask.hi & (0xFFFFFFFFFFFFFFFFLLU >> (64 - shift))) << (64 - shift);
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notMask.hi >>= 8 - shift;
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notMask.hi >>= 8 - shift;
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mask.hi = (((*(u128*)readpos).hi & mask.hi) << shift) | (((*(u128*)readpos).lo & mask.lo) >> (64 - shift));
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mask.hi = (((*(u128*)readpos).hi & mask.hi) << shift) | (((*(u128*)readpos).lo & mask.lo) >> (64 - shift));
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@ -239,9 +239,6 @@
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<Unit filename="../IPU/IPU.h" />
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<Unit filename="../IPU/IPU.h" />
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<Unit filename="../IPU/IPU_Fifo.cpp" />
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<Unit filename="../IPU/IPU_Fifo.cpp" />
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<Unit filename="../IPU/IPU_Fifo.h" />
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<Unit filename="../IPU/IPU_Fifo.h" />
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<Unit filename="../IPU/acoroutine.S" />
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<Unit filename="../IPU/coroutine.cpp" />
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<Unit filename="../IPU/coroutine.h" />
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<Unit filename="../IPU/mpeg2lib/Idct.cpp" />
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<Unit filename="../IPU/mpeg2lib/Idct.cpp" />
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<Unit filename="../IPU/mpeg2lib/Mpeg.cpp" />
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<Unit filename="../IPU/mpeg2lib/Mpeg.cpp" />
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<Unit filename="../IPU/mpeg2lib/Mpeg.h" />
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<Unit filename="../IPU/mpeg2lib/Mpeg.h" />
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@ -155,7 +155,6 @@ inline void FrameObtainDispinfo(u32 bInterlace, tex0Info* dispinfo)
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}
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}
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GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
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GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
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GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
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GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
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int magh = pd->MAGH + 1;
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int magh = pd->MAGH + 1;
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int magv = pd->MAGV + 1;
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int magv = pd->MAGV + 1;
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@ -177,7 +176,7 @@ inline void FrameObtainDispinfo(u32 bInterlace, tex0Info* dispinfo)
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}
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}
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// Something should be done before Renderer the picture.
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// Something should be done before Renderering the picture.
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inline void RenderStartHelper(u32 bInterlace)
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inline void RenderStartHelper(u32 bInterlace)
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{
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{
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// Crashes Final Fantasy X at startup if uncommented. --arcum42
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// Crashes Final Fantasy X at startup if uncommented. --arcum42
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@ -236,11 +235,11 @@ inline void RenderStartHelper(u32 bInterlace)
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if (bInterlace) g_PrevBitwiseTexX = -1; // reset since will be using
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if (bInterlace) g_PrevBitwiseTexX = -1; // reset since will be using
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}
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}
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// It is setting for intrelace texture multiplied vector;
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// Settings for interlace texture multiplied vector;
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// Idea is: (x, y) -- position on screen, than interlaced texture get F = 1 ot 0 depends
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// The idea is: (x, y) -- position on screen, then interlaced texture get F = 1 or 0 depending
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// on image y coord. So it we write valpha.z * F + valpha.w + 0.5 it would be swicthig odd
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// on image y coords. So if we write valpha.z * F + valpha.w + 0.5, it would be switching odd
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// and even strings at each frame
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// and even strings at each frame.
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// valpha.x and y used for image blending.
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// valpha.x and y are used for image blending.
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inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTSHADER* prog)
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inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTSHADER* prog)
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{
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{
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SetShaderCaller("RenderGetForClip");
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SetShaderCaller("RenderGetForClip");
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@ -261,7 +260,7 @@ inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTS
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if (bInterlace)
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if (bInterlace)
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{
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{
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if (interlace == (conf.interlace&1))
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if (interlace == (conf.interlace & 1))
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{
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{
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// pass if odd
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// pass if odd
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valpha.z = 1.0f;
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valpha.z = 1.0f;
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@ -445,8 +444,8 @@ inline Vector RenderSetTargetBitTex(float th, float tw, float dh, float dw, bool
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return v;
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return v;
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}
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}
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// Translator for POSITION coordinats (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones
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// Translator for POSITION coordinates (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones.
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// We don't need x coordinate, bvecause interlacing is y-axis only.
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// We don't need x coordinate, because interlacing is y-axis only.
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inline Vector RenderSetTargetBitTrans(int th)
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inline Vector RenderSetTargetBitTrans(int th)
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{
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{
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SetShaderCaller("RenderSetTargetBitTrans");
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SetShaderCaller("RenderSetTargetBitTrans");
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@ -873,5 +872,3 @@ void ZeroGS::RenderCRTC(int interlace)
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AfterRendererSwitchBackToTextures();
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AfterRendererSwitchBackToTextures();
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AfterRendererAutoresetTargets();
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AfterRendererAutoresetTargets();
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}
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}
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