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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
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17 changed files with 321 additions and 553 deletions
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@ -71,8 +71,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::UseFakeZTarget();
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GetVertexShaderId(uid, components, zbufrender);
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GetVertexShaderId(uid, components);
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VSCache::iterator iter = vshaders.find(uid);
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@ -86,7 +85,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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}
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VSCacheEntry& entry = vshaders[uid];
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const char *code = GenerateVertexShader(components, Renderer::UseFakeZTarget());
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const char *code = GenerateVertexShader(components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && code) {
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