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
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-07-18 00:18:31 +00:00
parent 4b1a3152b6
commit f78133f261
23 changed files with 128 additions and 149 deletions

View File

@ -383,10 +383,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
TextureMngr::MakeRangeDynamic(address,size_in_bytes);
u64 Hashvalue = 0;
if(g_ActiveConfig.bVerifyTextureModificationsByCPU)
{
Hashvalue = TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
Hashvalue = TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
return Hashvalue;
}