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authordonkopunchstania <donkopunchstania@gmail.com>2009-05-15 02:39:55 +0000
committerdonkopunchstania <donkopunchstania@gmail.com>2009-05-15 02:39:55 +0000
commit14a67bc8bc5d663b5cd2d1d324d76444be3602d7 (patch)
tree19511fe94b78527c1b35317821fedc4229c860ea /Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
parent034e3c72a22601e2bfe2d43f72d2a16c8f2c6e96 (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.cpp5
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) {