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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
big changes here:
- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always - use constant names in dx11 for buffer length calculation instead to simplify code reading - implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect - Change the depth calculation behavior: if the game use z textures is exactly the same as before. if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied, improving fill rate. this mus speed up things, even with ssaa and msaa enabled. please test for regression and enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -18,6 +18,8 @@
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#pragma once
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderGen.h"
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#include <stack>
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using std::stack;
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@ -57,8 +59,8 @@ public:
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D3D11_RASTERIZER_DESC rastdesc;
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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float psconstants[116];
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float vsconstants[952];
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float psconstants[C_PENVCONST_END*4];
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged;
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bool pscbufchanged;
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