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this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -557,8 +557,6 @@ void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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// image copies with textured quads, etc.
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glDisable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
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glDisable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards to avoid texture problems
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VertexShaderCache::DisableShader();
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PixelShaderCache::DisableShader();
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glDisable(GL_SCISSOR_TEST);
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@ -586,10 +584,8 @@ void Renderer::RestoreAPIState()
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SetColorMask();
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SetBlendMode(true);
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glEnable(GL_VERTEX_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
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glEnable(GL_FRAGMENT_PROGRAM_ARB);// needed by nvidia cards o avoid texture problems
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VertexShaderCache::SetCurrentShader(0);
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PixelShaderCache::SetCurrentShader(0);
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VertexShaderCache::SetCurrentShader(1);
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PixelShaderCache::SetCurrentShader(1);
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}
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void Renderer::SetColorMask()
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