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authorRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-06-29 14:40:37 +0000
committerRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-06-29 14:40:37 +0000
commitd511b506120ccc8030b8773e73583365fd38de36 (patch)
treebac466603267672bcc2e57722b1ee82ed2768f2f /Source/Core/Common/Src/LinearDiskCache.cpp
parent4afe48a0fb2975dfc2bae58b115725bf94aa6d20 (diff)
this commit is divided in 4 parts:
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/Common/Src/LinearDiskCache.cpp')
-rw-r--r--Source/Core/Common/Src/LinearDiskCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/Common/Src/LinearDiskCache.cpp b/Source/Core/Common/Src/LinearDiskCache.cpp
index e5f3fb1d32..9c80488ad1 100644
--- a/Source/Core/Common/Src/LinearDiskCache.cpp
+++ b/Source/Core/Common/Src/LinearDiskCache.cpp
@@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
// Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the
// shader cache for every revision, graphics-related or not, which is simply annoying.
-const int version = 5691;
+const int version = 5812;
LinearDiskCache::LinearDiskCache()
: file_(NULL), num_entries_(0) {