diff options
| author | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2010-06-05 00:01:18 +0000 |
|---|---|---|
| committer | Rodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com> | 2010-06-05 00:01:18 +0000 |
| commit | c98f8a96d2d504d6d383a4dec6ec44c254ba41f0 (patch) | |
| tree | 8a1493a56a5259b09643e541bb359e22e4594ac6 /Source/Core/VideoCommon/Src/TextureConversionShader.cpp | |
| parent | 63dbcf4f97c89819f61b8709d77546e525769bed (diff) | |
HUGE commit :)
in general cleanup and bugfix disable pierre patch for the moment as it causes problem in some games and hopefully fix the remaining missing textures for nvidia users in opengl.
make the code in pixelshadergen looks nice and readable.
D3D: this is a ultra experimental commit please check for regressions or error.
make the efb Scale / super sampling level customizable to improve the output quality and let the user configure quality according to his hardware.
is everyone likes this change will translate it to opengl
please test
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5612 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureConversionShader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureConversionShader.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp index b3d22a71a3..eecc620fec 100644 --- a/Source/Core/VideoCommon/Src/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/Src/TextureConversionShader.cpp @@ -111,6 +111,7 @@ void WriteSwizzler(char*& p, u32 format,bool HLSL) if(HLSL) { + WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n"); } } @@ -163,6 +164,7 @@ void Write32BitSwizzler(char*& p, u32 format, bool HLSL) if(HLSL) { + WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this WRITE(p, " sampleUv = sampleUv / blkDims.zw;\n"); } } |
