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https://github.com/dolphin-emu/dolphin.git
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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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@ -45,7 +45,7 @@ GLuint PixelShaderCache::CurrentShader;
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bool PixelShaderCache::ShaderEnabled;
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static FRAGMENTSHADER* pShaderLast = NULL;
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static float lastPSconstants[C_COLORMATRIX+16][4];
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static float lastPSconstants[C_PENVCONST_END][4];
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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@ -89,7 +89,7 @@ void PixelShaderCache::Init()
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CurrentShader = 0;
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GL_REPORT_ERRORD();
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for (unsigned int i = 0; i < (C_COLORMATRIX+16) * 4; i++)
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for (unsigned int i = 0; i < (C_PENVCONST_END) * 4; i++)
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lastPSconstants[i/4][i%4] = -100000000.0f;
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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