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https://github.com/dolphin-emu/dolphin.git
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Implement proper thread naming on linux. This fixes a segmentation fault with thte wiimote new configuration dialog when a thread was named without first calling ThreadInit.
Also take care of some more eols. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5843 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
e9e12ff100
commit
0e2b4d8306
22 changed files with 1456 additions and 1463 deletions
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@ -1,75 +1,75 @@
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "VertexFormatConverter.h"
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namespace VertexFormatConverter
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{
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void LoadNormal1_Byte(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = (float)(s8)src[0] / 128;
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dst->normal[0].y = (float)(s8)src[1] / 128;
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dst->normal[0].z = (float)(s8)src[2] / 128;
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}
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void LoadNormal1_Short(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = (float)((s16*)src)[0] / 32768;
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dst->normal[0].y = (float)((s16*)src)[1] / 32768;
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dst->normal[0].z = (float)((s16*)src)[2] / 32768;
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}
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void LoadNormal1_Float(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = ((float*)src)[0];
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dst->normal[0].y = ((float*)src)[1];
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dst->normal[0].z = ((float*)src)[2];
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}
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void LoadNormal3_Byte(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = (float)(s8)src[j + 0] / 128;
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dst->normal[i].y = (float)(s8)src[j + 1] / 128;
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dst->normal[i].z = (float)(s8)src[j + 2] / 128;
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}
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}
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void LoadNormal3_Short(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = (float)((s16*)src)[j + 0] / 32768;
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dst->normal[i].y = (float)((s16*)src)[j + 1] / 32768;
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dst->normal[i].z = (float)((s16*)src)[j + 2] / 32768;
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}
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}
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void LoadNormal3_Float(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = ((float*)src)[j + 0];
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dst->normal[i].y = ((float*)src)[j + 1];
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dst->normal[i].z = ((float*)src)[j + 2];
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}
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}
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// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "VertexFormatConverter.h"
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namespace VertexFormatConverter
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{
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void LoadNormal1_Byte(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = (float)(s8)src[0] / 128;
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dst->normal[0].y = (float)(s8)src[1] / 128;
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dst->normal[0].z = (float)(s8)src[2] / 128;
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}
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void LoadNormal1_Short(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = (float)((s16*)src)[0] / 32768;
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dst->normal[0].y = (float)((s16*)src)[1] / 32768;
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dst->normal[0].z = (float)((s16*)src)[2] / 32768;
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}
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void LoadNormal1_Float(InputVertexData *dst, u8 *src)
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{
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dst->normal[0].x = ((float*)src)[0];
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dst->normal[0].y = ((float*)src)[1];
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dst->normal[0].z = ((float*)src)[2];
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}
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void LoadNormal3_Byte(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = (float)(s8)src[j + 0] / 128;
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dst->normal[i].y = (float)(s8)src[j + 1] / 128;
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dst->normal[i].z = (float)(s8)src[j + 2] / 128;
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}
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}
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void LoadNormal3_Short(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = (float)((s16*)src)[j + 0] / 32768;
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dst->normal[i].y = (float)((s16*)src)[j + 1] / 32768;
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dst->normal[i].z = (float)((s16*)src)[j + 2] / 32768;
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}
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}
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void LoadNormal3_Float(InputVertexData *dst, u8 *src)
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{
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for (int i = 0, j = 0; i < 3; i++, j+=3)
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{
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dst->normal[i].x = ((float*)src)[j + 0];
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dst->normal[i].y = ((float*)src)[j + 1];
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dst->normal[i].z = ((float*)src)[j + 2];
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}
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}
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}
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