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_VideoOGL/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_VideoOGL/Src/VertexShaderCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp index 5a780f7929..3e94fdfcdd 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp @@ -71,8 +71,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components) { DVSTARTPROFILE(); VERTEXSHADERUID uid; - u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::UseFakeZTarget(); - GetVertexShaderId(uid, components, zbufrender); + GetVertexShaderId(uid, components); VSCache::iterator iter = vshaders.find(uid); @@ -86,7 +85,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components) } VSCacheEntry& entry = vshaders[uid]; - const char *code = GenerateVertexShader(components, Renderer::UseFakeZTarget()); + const char *code = GenerateVertexShader(components); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_Config.iLog & CONF_SAVESHADERS && code) { |
