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authorRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-07-18 00:18:31 +0000
committerRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-07-18 00:18:31 +0000
commitf78133f261f45dced11142cb546feba7a389d416 (patch)
tree64c5378d499d430c15ff808bc0caf1ea70f77333 /Source/Core/Common/Src/LinearDiskCache.cpp
parent4b1a3152b6d0de5baf59771c3ad32ebf6c818864 (diff)
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
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 efed2aefe5..f118b67ac1 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 = 5820;
+const int version = 5896;
LinearDiskCache::LinearDiskCache()
: file_(NULL), num_entries_(0) {