Update to v095r06 release.

byuu says:

Changelog:
- fixed I/O register reads; perfect score on endrift's I/O tests now
- fixed mouse capture clipping on Windows [Cydrak]
- several hours of code maintenance work done on the SFC core

All higan/sfc files should now use the auto fn() -> ret; syntax. Haven't
converted all unsigned->uint yet. Also, probably won't do sfc/alt as
that's mostly just speed hack stuff.

Errata:
- forgot auto& instead of just auto on SuperFamicom::Video::draw_cursor,
  which makes Super Scope / Justifier crash. Will be fixed in the next
  WIP.
This commit is contained in:
Tim Allen
2015-11-14 11:52:51 +11:00
parent 6d9f43a37b
commit 40f4b91000
114 changed files with 1250 additions and 1199 deletions

View File

@@ -19,7 +19,7 @@ auto OpenGL::shader(const string& pathname) -> void {
}
for(auto node : document["input"]) {
if(node.name() == "history") historySize = node.decimal();
if(node.name() == "history") historySize = node.natural();
if(node.name() == "format") format = glrFormat(node.text());
if(node.name() == "filter") filter = glrFilter(node.text());
if(node.name() == "wrap") wrap = glrWrap(node.text());
@@ -29,11 +29,11 @@ auto OpenGL::shader(const string& pathname) -> void {
string text = node.text();
if(node.name() == "width") {
if(text.endsWith("%")) relativeWidth = real(text.rtrim("%", 1L)) / 100.0;
else absoluteWidth = text.decimal();
else absoluteWidth = text.natural();
}
if(node.name() == "height") {
if(text.endsWith("%")) relativeHeight = real(text.rtrim("%", 1L)) / 100.0;
else absoluteHeight = text.decimal();
else absoluteHeight = text.natural();
}
}

View File

@@ -5,9 +5,9 @@ auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const strin
string w = node["width"].text(), h = node["height"].text();
if(w.endsWith("%")) relativeWidth = real(w.rtrim("%", 1L)) / 100.0;
else absoluteWidth = w.decimal();
else absoluteWidth = w.natural();
if(h.endsWith("%")) relativeHeight = real(h.rtrim("%", 1L)) / 100.0;
else absoluteHeight = h.decimal();
else absoluteHeight = h.natural();
format = glrFormat(node["format"].text());