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authorRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2009-10-10 23:36:18 +0000
committerRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2009-10-10 23:36:18 +0000
commit56224bd9664140f276824bf32b9de81c4b8db74a (patch)
treefac9788561291114fb5b7c767e11f2f549922484 /Source/Core/VideoCommon/Src/OpenCL/OCLTextureDecoder.cpp
parent9701b88be11bd5463b4bb7ef3a62952316c81800 (diff)
this is EXPERIMENTAL. Implemented 3 different paths to use depth textures and allow peeking.
they are extremely hard/driver Dependant so your test is needed. there plugin will automatically select the path thats work for your hard, need that everyone post the messages that the video init throw (yes all will hate me for the messages) but is the only way to see what is the optimal path. in the next commit will clean the unused paths. i'm afraid thath the second path is Vista dependant (you need to include vista sdk to make it work). the third path use lockable depth buffer so there is no change in that. now peek color is fully working and is fast because the you never lock the the real color texture only the offscreen surface. please if someone knows a game that use peek color please test it. also fixed blending so SMS underwater must be fixed. this work with d3d teach me that i love opengl :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4393 8ced0084-cf51-0410-be5f-012b33b47a6e
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