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
This commit is contained in:
arcum42 2010-07-26 10:51:06 +00:00
parent 5165350170
commit ed9bf27015
4 changed files with 10 additions and 20 deletions

View File

@ -371,7 +371,6 @@ set(pcsx2GuiHeaders
# IPU sources
set(pcsx2IPUSources
IPU/coroutine.cpp
IPU/IPU.cpp
IPU/IPU_Fifo.cpp
IPU/mpeg2lib/Idct.cpp
@ -380,7 +379,6 @@ set(pcsx2IPUSources
# IPU headers
set(pcsx2IPUHeaders
IPU/coroutine.h
IPU/IPU.h
IPU/IPU_Fifo.h
IPU/yuv2rgb.h)
@ -554,13 +552,11 @@ set(pcsx2x86Headers
# colect .asm files
set(pcsx2AsmFiles
IPU/acoroutine.asm
IPU/yuv2rgb.asm
x86/ix86-32/aVif_proc-32.asm)
# collect .S files
set(pcsx2SSources
IPU/acoroutine.S
x86/aVUzerorec.S)
# change language of .S-files to c++

View File

@ -975,7 +975,7 @@ u8 __fastcall getBits128(u8 *address, u32 advance)
notMask.lo = ~mask.lo & data.lo;
notMask.hi = ~mask.hi & data.hi;
notMask.lo >>= 8 - shift;
notMask.lo |= (notMask.hi & (0xFFFFFFFFFFFFFFFF >> (64 - shift))) << (64 - shift);
notMask.lo |= (notMask.hi & (0xFFFFFFFFFFFFFFFFLLU >> (64 - shift))) << (64 - shift);
notMask.hi >>= 8 - shift;
mask.hi = (((*(u128*)readpos).hi & mask.hi) << shift) | (((*(u128*)readpos).lo & mask.lo) >> (64 - shift));

View File

@ -239,9 +239,6 @@
<Unit filename="../IPU/IPU.h" />
<Unit filename="../IPU/IPU_Fifo.cpp" />
<Unit filename="../IPU/IPU_Fifo.h" />
<Unit filename="../IPU/acoroutine.S" />
<Unit filename="../IPU/coroutine.cpp" />
<Unit filename="../IPU/coroutine.h" />
<Unit filename="../IPU/mpeg2lib/Idct.cpp" />
<Unit filename="../IPU/mpeg2lib/Mpeg.cpp" />
<Unit filename="../IPU/mpeg2lib/Mpeg.h" />

View File

@ -155,7 +155,6 @@ inline void FrameObtainDispinfo(u32 bInterlace, tex0Info* dispinfo)
}
GSRegDISPFB* pfb = i ? DISPFB2 : DISPFB1;
GSRegDISPLAY* pd = i ? DISPLAY2 : DISPLAY1;
int magh = pd->MAGH + 1;
int magv = pd->MAGV + 1;
@ -177,7 +176,7 @@ inline void FrameObtainDispinfo(u32 bInterlace, tex0Info* dispinfo)
}
// Something should be done before Renderer the picture.
// Something should be done before Renderering the picture.
inline void RenderStartHelper(u32 bInterlace)
{
// Crashes Final Fantasy X at startup if uncommented. --arcum42
@ -236,11 +235,11 @@ inline void RenderStartHelper(u32 bInterlace)
if (bInterlace) g_PrevBitwiseTexX = -1; // reset since will be using
}
// It is setting for intrelace texture multiplied vector;
// Idea is: (x, y) -- position on screen, than interlaced texture get F = 1 ot 0 depends
// on image y coord. So it we write valpha.z * F + valpha.w + 0.5 it would be swicthig odd
// and even strings at each frame
// valpha.x and y used for image blending.
// Settings for interlace texture multiplied vector;
// The idea is: (x, y) -- position on screen, then interlaced texture get F = 1 or 0 depending
// on image y coords. So if we write valpha.z * F + valpha.w + 0.5, it would be switching odd
// and even strings at each frame.
// valpha.x and y are used for image blending.
inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTSHADER* prog)
{
SetShaderCaller("RenderGetForClip");
@ -261,7 +260,7 @@ inline Vector RenderGetForClip(u32 bInterlace, int interlace, int psm, FRAGMENTS
if (bInterlace)
{
if (interlace == (conf.interlace&1))
if (interlace == (conf.interlace & 1))
{
// pass if odd
valpha.z = 1.0f;
@ -445,8 +444,8 @@ inline Vector RenderSetTargetBitTex(float th, float tw, float dh, float dw, bool
return v;
}
// Translator for POSITION coordinats (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones
// We don't need x coordinate, bvecause interlacing is y-axis only.
// Translator for POSITION coordinates (-1.0:+1.0f at x axis, +1.0f:-1.0y at y) into target frame ones.
// We don't need x coordinate, because interlacing is y-axis only.
inline Vector RenderSetTargetBitTrans(int th)
{
SetShaderCaller("RenderSetTargetBitTrans");
@ -873,5 +872,3 @@ void ZeroGS::RenderCRTC(int interlace)
AfterRendererSwitchBackToTextures();
AfterRendererAutoresetTargets();
}