Revert some formatting to make future updates easier

also remove some oopsies / buildfix
This commit is contained in:
LunaMoo committed 2019-05-12 02:00:56 +02:00
1 parent 0388992739
commit 9d37e80dbf
12 files changed
+406 -428

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+2 -2
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@@ -1915,8 +1915,8 @@ endif()
set(NativeAssets
android/assets/ui_atlas.zim
assets/lang
assets/shaders
assets/scalers
assets/shaders
assets/scalers
assets/Roboto-Condensed.ttf
assets/7z.png
assets/compat.ini
+3 -1
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@@ -495,7 +495,9 @@ static int DefaultInternalResolution() {
return 0;
#else
int longestDisplaySide = std::max(System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES));
return longestDisplaySide >= 1000 ? 2 : 1;
int scale = longestDisplaySide >= 1000 ? 2 : 1;
ILOG("Longest display side: %d pixels. Choosing scale %d", longestDisplaySide, scale);
return scale;
#endif
}
+1 -1
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@@ -651,7 +651,7 @@ void Arm64Jit::Comp_Syscall(MIPSOpcode op)
MOVI2R(W0, op.encoding);
QuickCallFunction(X1, (void *)&CallSyscall);
}
}|
}
LoadStaticRegisters();
ApplyRoundingMode();
+4 -2
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@@ -205,7 +205,7 @@ static void ConvertColors(void *dstBuf, const void *srcBuf, GLuint dstFmt, int n
default:
// No need to convert RGBA8888, right order already
if (dst != src)
memcpy(dst, src, numPixels * sizeof(u32));
memcpy(dst, src, numPixels * sizeof(u32));
break;
}
}
@@ -443,7 +443,9 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
DepalShader *depal = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300);
if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
useShaderDepal = false;
}
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
if (useShaderDepal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
+1 -1
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@@ -69,6 +69,7 @@ enum DoLightComputation {
LIGHT_FULL,
};
// Depth range and viewport
//
// After the multiplication with the projection matrix, we have a 4D vector in clip space.
@@ -98,7 +99,6 @@ enum DoLightComputation {
// TODO: Skip all this if we can actually get a 16-bit depth buffer along with stencil, which
// is a bit of a rare configuration, although quite common on mobile.
// NOTE: We are skipping the bottom check. This fixes TOCA but I am dubious about it...
void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask, uint64_t *uniformMask) {
char *p = buffer;
+1 -1
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@@ -995,7 +995,7 @@ static inline void CalculateSamplingParams(const float ds, const float dt, const
break;
case GE_TEXLEVEL_MODE_CONST:
default:
// Unused value 3 operates the same as CONST. // No it doesn't.
// Unused value 3 operates the same as CONST.
detail = 0;
break;
}
@@ -48,7 +48,11 @@ static const char *vulkan_glsl_preamble =
// texcoord = 2
// fog = 3
#undef WRITE
#define WRITE p+=sprintf
static const char * const boneWeightDecl[9] = {
+1 -3
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@@ -216,8 +216,7 @@ void CwCheatScreen::ParseCheatDB(std::string line, std::vector<std::string> titl
getline(fs, line);
} while ((line[0] == '_' && line[1] == 'L') || line[0] == '/' || line[0] == '#');
finished = true;
}
else {
} else {
continue;
}
loop:;
@@ -228,7 +227,6 @@ void CwCheatScreen::ParseCheatDB(std::string line, std::vector<std::string> titl
break;
}
fs.close();
std::string title2;
File::OpenCPPFile(fs, activeCheatFile, std::ios::in);
getline(fs, title2);
-1
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@@ -80,7 +80,6 @@ void DevMenu::CreatePopupContents(UI::ViewGroup *parent) {
items->Add(new Choice(dev->T("Toggle Freeze")))->OnClick.Handle(this, &DevMenu::OnFreezeFrame);
items->Add(new Choice(dev->T("Dump Frame GPU Commands")))->OnClick.Handle(this, &DevMenu::OnDumpFrame);
items->Add(new Choice(dev->T("Toggle Audio Debug")))->OnClick.Handle(this, &DevMenu::OnToggleAudioDebug);
items->Add(new Choice(" ")); //Workaround for scrollView
scroll->Add(items);
parent->Add(scroll);
+1
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@@ -492,6 +492,7 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) {
// Cycle through enabled speeds.
if (PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && g_Config.iFpsLimit1 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM1;
osm.Show(sc->T("fixed", "Speed: alternate"), 1.0);
} else if (PSP_CoreParameter().fpsLimit != FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 >= 0) {
PSP_CoreParameter().fpsLimit = FPSLimit::CUSTOM2;
osm.Show(sc->T("SpeedCustom2", "Speed: alternate 2"), 1.0);
+380 -409
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File diff suppressed because it is too large. Load diff
+8 -7
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@@ -915,15 +915,16 @@ void MainScreen::CreateViews() {
rightColumnItems->Add(new Choice(mm->T("Game Settings", "Settings")))->OnClick.Handle(this, &MainScreen::OnGameSettings);
rightColumnItems->Add(new Choice(mm->T("Credits")))->OnClick.Handle(this, &MainScreen::OnCredits);
if (!g_Config.bSimpleUIhide)
rightColumnItems->Add(new CheckBox(&g_Config.bSimpleUI, mm->T("SimpleUI", "Simple UI")))->OnClick.Handle(this, &MainScreen::OnRecentChange);
rightColumnItems->Add(new CheckBox(&g_Config.bSimpleUI, mm->T("SimpleUI", "Simple UI")))->OnClick.Handle(this, &MainScreen::OnRecentChange);
if (!g_Config.bSimpleUI) {
rightColumnItems->Add(new Choice(mm->T("www.ppsspp.org")))->OnClick.Handle(this, &MainScreen::OnPPSSPPOrg);
if (!System_GetPropertyBool(SYSPROP_APP_GOLD)) {
Choice *gold = rightColumnItems->Add(new Choice(mm->T("Support PPSSPP")));
gold->OnClick.Handle(this, &MainScreen::OnSupport);
gold->SetIcon(I_ICONGOLD);
}
rightColumnItems->Add(new Choice(mm->T("www.ppsspp.org")))->OnClick.Handle(this, &MainScreen::OnPPSSPPOrg);
if (!System_GetPropertyBool(SYSPROP_APP_GOLD)) {
Choice *gold = rightColumnItems->Add(new Choice(mm->T("Support PPSSPP")));
gold->OnClick.Handle(this, &MainScreen::OnSupport);
gold->SetIcon(I_ICONGOLD);
}
}
#if !PPSSPP_PLATFORM(UWP)
// Having an exit button is against UWP guidelines.
rightColumnItems->Add(new Spacer(25.0));