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/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.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/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp index fc784633b3..fb1c0ee303 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp @@ -69,7 +69,7 @@ void VertexShaderCache::SetShader(u32 components) DVSTARTPROFILE(); VERTEXSHADERUID uid; - GetVertexShaderId(uid, components, false); + GetVertexShaderId(uid, components); VSCache::iterator iter; iter = vshaders.find(uid); @@ -86,7 +86,7 @@ void VertexShaderCache::SetShader(u32 components) } bool HLSL = false; - const char *code = GenerateVertexShader(components, false); + const char *code = GenerateVertexShader(components); LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code); if (shader) { |
