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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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@ -57,19 +57,11 @@ public:
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bool IntersectsMemoryRange(u32 range_address, u32 range_size);
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};
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struct DEPTHTARGET
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{
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DEPTHTARGET() : targ(0), framecount(0) {}
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GLuint targ;
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int framecount;
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};
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private:
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typedef std::map<u32, TCacheEntry> TexCache;
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static u8 *temp;
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static TexCache textures;
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static std::map<u32, DEPTHTARGET> mapDepthTargets;
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public:
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static void Init();
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