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Fix the OpenGL depth buffer values from the vertex shader.
I am not sure i am understanding what the pipeline really does, and more so what the GC/WII expects here. If my comments are incorrect, please let me know. This was tested with MP2:E, ZWW on r6075. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6078 8ced0084-cf51-0410-be5f-012b33b47a6e
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2 changed files with 14 additions and 2 deletions
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@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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const int version = 5896;
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const int version = 6078;
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LinearDiskCache::LinearDiskCache()
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: file_(NULL), num_entries_(0) {
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