D3D scissoring, skip texture stages and some warning fixes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2616 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2009-03-08 18:45:39 +00:00
parent feb670044e
commit c7a45ecf95
3 changed files with 14 additions and 9 deletions

View File

@ -199,8 +199,7 @@ void Flush()
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
{
// if (usedtextures & (1 << i)) {
{
if (usedtextures & (1 << i)) {
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
@ -235,11 +234,11 @@ void Flush()
{
PixelShaderCache::SetShader(); // TODO(ector): only do this if shader has changed
VertexShaderCache::SetShader(g_nativeVertexFmt->m_components); // TODO(ector): only do this if shader has changed
// set global constants
VertexShaderManager::SetConstants(false);
PixelShaderManager::SetConstants();
int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
if (collection != C_POINTS)