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Linux global build. At least the basic footwork is done here.
Basic usage: "sudo scons install=global install" Hopefully this doesn't break builds on Macs. I have tested this on linux and windows. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4994 8ced0084-cf51-0410-be5f-012b33b47a6e
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79 changed files with 652 additions and 403 deletions
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@ -39,6 +39,7 @@
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#include "VertexManager.h"
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#include "IndexGenerator.h"
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#include "OpcodeDecoding.h"
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#include "FileUtil.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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@ -278,7 +279,7 @@ void Flush()
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{
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// save the textures
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char strfile[255];
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sprintf(strfile, "%sframes/tex%.3d_%d.tga", FULL_DUMP_DIR, g_Config.iSaveTargetId, i);
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sprintf(strfile, "%stex%.3d_%d.tga", File::GetUserPath(D_DUMPFRAMES_IDX), g_Config.iSaveTargetId, i);
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SaveTexture(strfile, tentry->isRectangle?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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}
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}
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@ -332,10 +333,10 @@ void Flush()
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{
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// save the shaders
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char strfile[255];
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sprintf(strfile, "%sframes/ps%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps(strfile);
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fps << ps->strprog.c_str();
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sprintf(strfile, "%sframes/vs%.3d.txt", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs(strfile);
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fvs << vs->strprog.c_str();
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}
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@ -343,7 +344,7 @@ void Flush()
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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char str[128];
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sprintf(str, "%sframes/targ%.3d.tga", FULL_DUMP_DIR, g_ActiveConfig.iSaveTargetId);
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sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX), g_ActiveConfig.iSaveTargetId);
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Renderer::SaveRenderTarget(str, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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}
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#endif
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