First version of MSAA code added. No UI yet. No CSAA yet. Doesn't work in Zeldas and Metroids for unknown reason.

Automatic texture invalidation when using copy efb to ram (fixes weird flickery scanner in metroid 2). 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2617 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-03-08 19:19:51 +00:00
parent c7a45ecf95
commit c6ffcec991
12 changed files with 346 additions and 148 deletions

View File

@ -72,7 +72,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
{
DVSTARTPROFILE();
VERTEXSHADERUID uid;
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetFakeZTarget() != 0;
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::UseFakeZTarget();
GetVertexShaderId(uid, components, zbufrender);
VSCache::iterator iter = vshaders.find(uid);
@ -87,7 +87,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
}
VSCacheEntry& entry = vshaders[uid];
const char *code = GenerateVertexShader(components, Renderer::GetFakeZTarget() != 0);
const char *code = GenerateVertexShader(components, Renderer::UseFakeZTarget());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {