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second try to implement a more correct safe texture cache, implemented full hashing of tlut textures as they are the more problematic, this should solve virtually all the problems with characters in all the games that have them.
sorry to tell but this will bring a speed drop, so let you decide if this change stay or not.( used the fastest open source hash algorithm i know) do not apply full hashing to other format because it kills the performance. for popular request added 9x SSAA believe me will kill your graphic card even if is the best but the image quality is exceptional. as always please test and let me know the results. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5034 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1081,9 +1081,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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bool last_copy_efb_to_ram = !g_ActiveConfig.bCopyEFBToTexture;
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bool last_copy_efb_to_Texture = g_ActiveConfig.bCopyEFBToTexture;
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UpdateActiveConfig();
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if (last_copy_efb_to_ram != (!g_ActiveConfig.bCopyEFBToTexture))
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if (last_copy_efb_to_Texture != g_ActiveConfig.bCopyEFBToTexture)
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TextureMngr::ClearRenderTargets();
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// For testing zbuffer targets.
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