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

@ -30,8 +30,8 @@ public:
struct TCacheEntry
{
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0),
w(0), h(0), MipLevels(0), scaleX(1.0f), scaleY(1.0f),
isRenderTarget(false), isDinamic(false), isRectangle(true),
w(0), h(0), MipLevels(0),Scaledw(0), Scaledh(0), scaleX(1.0f), scaleY(1.0f),
isRenderTarget(false), isDynamic(false), isRectangle(true),
bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
GLuint texture;
@ -42,15 +42,15 @@ public:
u32 oldpixel; // used for simple cleanup
TexMode0 mode; // current filter and clamp modes that texture is set to
TexMode1 mode1; // current filter and clamp modes that texture is set to
int frameCount;
int w, h, fmt,MipLevels;
int Scaledw, Scaledh;
float scaleX, scaleY; // Hires texutres need this
bool isRenderTarget; // if render texture, then rendertex is filled with the direct copy of the render target
// later conversions would have to convert properly from rendertexfmt to texfmt
bool isDinamic; // modified from cpu
bool isDynamic; // modified from cpu
bool isRectangle; // if nonpow2, use GL_TEXTURE_2D, else GL_TEXTURE_RECTANGLE_NV
bool bHaveMipMaps;