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clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -341,6 +341,9 @@ void BPWritten(int addr, int changes, int newval)
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if (changes) {
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VertexManager::Flush();
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((u32*)&bpmem)[addr] = newval;
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if (changes & 3) {
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PixelShaderManager::SetZTextureTypeChanged();
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
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const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
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