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Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
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44 changed files with 613 additions and 856 deletions
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@ -33,7 +33,7 @@
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static float lastVSconstants[C_FOGPARAMS+8][4];
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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@ -162,7 +162,7 @@ bool VertexShaderCache::SetShader(u32 components)
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return true;
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}
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if (g_Config.bShowShaderErrors)
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if (g_ActiveConfig.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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