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

@ -67,7 +67,7 @@ void PixelShaderCache::SetShader()
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false, false, false);
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false);
PSCache::iterator iter;
iter = PixelShaders.find(uid);
@ -85,7 +85,7 @@ void PixelShaderCache::SetShader()
}
bool HLSL = false;
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false, false, HLSL);
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, HLSL);
LPDIRECT3DPIXELSHADER9 shader = HLSL ? D3D::CompilePixelShader(code, (int)strlen(code), false) : CompileCgShader(code);
if (shader)
{