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