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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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@ -25,13 +25,12 @@
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender)
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
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{
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vid.values[0] = components |
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(xfregs.numTexGens << 23) |
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(xfregs.nNumChans << 27) |
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((u32)xfregs.bEnableDualTexTransform << 29) |
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(zbufrender << 30);
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((u32)xfregs.bEnableDualTexTransform << 29);
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for (int i = 0; i < 2; ++i) {
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vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
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@ -77,7 +76,7 @@ static char text[16384];
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char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
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const char *GenerateVertexShader(u32 components)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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