diff options
| author | donkopunchstania <donkopunchstania@gmail.com> | 2009-05-15 02:39:55 +0000 |
|---|---|---|
| committer | donkopunchstania <donkopunchstania@gmail.com> | 2009-05-15 02:39:55 +0000 |
| commit | 14a67bc8bc5d663b5cd2d1d324d76444be3602d7 (patch) | |
| tree | 19511fe94b78527c1b35317821fedc4229c860ea /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | 034e3c72a22601e2bfe2d43f72d2a16c8f2c6e96 (diff) | |
Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index 93cc52b3f8..2ee3857077 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -25,13 +25,12 @@ // Mash together all the inputs that contribute to the code of a generated vertex shader into // a unique identifier, basically containing all the bits. Yup, it's a lot .... -void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender) +void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components) { vid.values[0] = components | (xfregs.numTexGens << 23) | (xfregs.nNumChans << 27) | - ((u32)xfregs.bEnableDualTexTransform << 29) | - (zbufrender << 30); + ((u32)xfregs.bEnableDualTexTransform << 29); for (int i = 0; i < 2; ++i) { vid.values[1+i] = xfregs.colChans[i].color.enablelighting ? @@ -77,7 +76,7 @@ static char text[16384]; char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha); -const char *GenerateVertexShader(u32 components, bool has_zbuffer_target) +const char *GenerateVertexShader(u32 components) { text[sizeof(text) - 1] = 0x7C; // canary DVSTARTPROFILE(); |
