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
This commit is contained in:
donkopunchstania
2009-05-15 02:39:55 +00:00
parent 034e3c72a2
commit 14a67bc8bc
17 changed files with 321 additions and 553 deletions

View File

@ -94,7 +94,7 @@ public:
}
};
const char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
const char *GenerateVertexShader(u32 components);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
#endif