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Merge branch 'master' into GLSL-master
Conflicts: CMakeLists.txt Source/Core/DolphinWX/CMakeLists.txt Source/Core/DolphinWX/Src/GLInterface.h Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Core/VideoCommon/Src/TextureCacheBase.cpp Source/Core/VideoCommon/Src/VertexManagerBase.cpp Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp Source/Plugins/Plugin_VideoOGL/Src/main.cpp
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@ -114,7 +114,8 @@ void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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file << msg;
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file << "\n\nOld shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code;
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@ -515,7 +516,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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// TODO: Can probably be dropped?
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if (is_d3d)
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{
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WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
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