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Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -92,7 +92,7 @@ public:
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}
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};
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0, u32 dstAlphaEnable);
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const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 dstAlphaEnable);
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#endif
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