D3D and Opengl:

reverted a tiny leftover of my safe texture cache commit
D3D
renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x.
OpenGL:
fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used
re enabled shader caching as it was not producing errors.
fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-02-06 16:05:48 +00:00
parent a9db66a41a
commit 811cfb059e
7 changed files with 25 additions and 21 deletions

View File

@ -298,7 +298,7 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
void PixelShaderCache::DisableShader()
{
CurrentShader = 0;
//if(ShaderEnabled)
if(ShaderEnabled)
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
@ -311,7 +311,7 @@ void PixelShaderCache::DisableShader()
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
//The caching here breakes Super Mario Sunshine i'm still trying to figure out wy
//if(ShaderEnabled /*&& CurrentShader != Shader*/)
if(ShaderEnabled /*&& CurrentShader != Shader*/)
{
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
@ -321,13 +321,13 @@ void PixelShaderCache::SetCurrentShader(GLuint Shader)
//Enable Fragment program and bind initial program
void PixelShaderCache::EnableShader(GLuint Shader)
{
//if(!ShaderEnabled)
if(!ShaderEnabled)
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
}
//if(CurrentShader != Shader)
if(CurrentShader != Shader)
{
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);