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this is a pure optimization commit:
return to the old values in constants in pixelshader, the old values give mi 3 or 4 fps more,(maybe some kind of compiler optimization) in some games and with the current algorithm i notice no difference with this values, please report any problem. optimizes SSAA to make it a little faster and, the quality should be the same but with a little speedup. change the way the frame is processed depending is xfb is enabled or not to make this a little faster. please test and report any problem git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5820 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -551,20 +551,29 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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sourcerect.right = targetSource.right;
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sourcerect.top = targetSource.top;
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if(bScaleByHalf)
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if(bFromZBuffer)
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{
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if(bScaleByHalf || g_ActiveConfig.iMultisampleMode)
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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}
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}
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else
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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}
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D3DFORMAT bformat = FBManager.GetEFBDepthRTSurfaceFormat();
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int SSAAMode = ( g_ActiveConfig.iMultisampleMode > 3 )? 0 : g_ActiveConfig.iMultisampleMode;
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int SSAAMode = g_ActiveConfig.iMultisampleMode;
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D3D::drawShadedTexQuad(
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read_texture,
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&sourcerect,
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