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RSX Bugfixes and plugging memory leaks
BUGFIX: Add break after NV4097_SET_TEXTURE_BORDER_COLOR in RSXThread.cpp BUGFIX: Fix parameters passed to RSXTexture::SetControl3 (they were being passed in reverse order) BUGFIX: Remove invalid, non-sensical call to glPixelStorei in GLGSRender.h BUGFIX: Fix signed/unsigned comparison compiler warnings in GLGSRender.h CHANGE: Make GLFragmentProgram::Decompiler synchronous by default CHANGE: Update wxWidgets submodule to latest commit BUGFIX: Fix several memory leaks ADDED: Created a new MSVC debug configuration to output locations of allocations that end up leaking after the program is closed. BUGFIX: Fix the stupid PadHandler crash due to the lack of a virtual d'tor
This commit is contained in:
commit
d136adc73f
46 changed files with 617 additions and 149 deletions
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@ -7,8 +7,8 @@ int GLProgramBuffer::SearchFp(const RSXShaderProgram& rsx_fp, GLShaderProgram& g
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{
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if(memcmp(&m_buf[i].fp_data[0], &Memory[rsx_fp.addr], m_buf[i].fp_data.size()) != 0) continue;
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gl_fp.id = m_buf[i].fp_id;
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gl_fp.shader = m_buf[i].fp_shader;
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gl_fp.SetId(m_buf[i].fp_id);
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gl_fp.SetShaderText(m_buf[i].fp_shader);
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return i;
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}
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@ -89,23 +89,23 @@ void GLProgramBuffer::Add(GLProgram& prog, GLShaderProgram& gl_fp, RSXShaderProg
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ConLog.Write("Add program (%d):", m_buf.size());
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ConLog.Write("*** prog id = %d", prog.id);
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ConLog.Write("*** vp id = %d", gl_vp.id);
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ConLog.Write("*** fp id = %d", gl_fp.id);
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ConLog.Write("*** fp id = %d", gl_fp.GetId());
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ConLog.Write("*** vp data size = %d", rsx_vp.data.size() * 4);
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ConLog.Write("*** fp data size = %d", rsx_fp.size);
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ConLog.Write("*** vp shader = \n%s", gl_vp.shader.c_str());
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ConLog.Write("*** fp shader = \n%s", gl_fp.shader.c_str());
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ConLog.Write("*** fp shader = \n%s", gl_fp.GetShaderText().c_str());
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new_buf.prog_id = prog.id;
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new_buf.vp_id = gl_vp.id;
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new_buf.fp_id = gl_fp.id;
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new_buf.fp_id = gl_fp.GetId();
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new_buf.fp_data.insert(new_buf.fp_data.end(),&Memory[rsx_fp.addr], &Memory[rsx_fp.addr] + rsx_fp.size);
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new_buf.vp_data = rsx_vp.data;
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new_buf.vp_shader = gl_vp.shader;
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new_buf.fp_shader = gl_fp.shader;
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new_buf.fp_shader = gl_fp.GetShaderText();
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m_buf.push_back(new_buf);
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}
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