mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -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
This commit is contained in:
@ -44,7 +44,7 @@ bool VertexShaderCache::ShaderEnabled;
|
||||
|
||||
static VERTEXSHADER *pShaderLast = NULL;
|
||||
static int s_nMaxVertexInstructions;
|
||||
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
|
||||
static float GC_ALIGNED16(lastVSconstants[C_VENVCONST_END][4]);
|
||||
|
||||
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
@ -105,7 +105,7 @@ void VertexShaderCache::Init()
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
|
||||
for (int i = 0; i < (C_VENVCONST_END * 4); i++)
|
||||
lastVSconstants[i / 4][i % 4] = -100000000.0f;
|
||||
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
|
||||
|
||||
|
Reference in New Issue
Block a user