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D3D and Opengl:
reverted a tiny leftover of my safe texture cache commit D3D renamed the SSAA modes to use samples as MSAA now they are 2,25x and 4x. OpenGL: fixed a nasty logical bug introduced in 4984 that causes efb corruption when efb to texture is used re enabled shader caching as it was not producing errors. fixed efb misalignment caused by integer rounding still a bit misaligned but many games will look better now git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5020 8ced0084-cf51-0410-be5f-012b33b47a6e
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a9db66a41a
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7 changed files with 25 additions and 21 deletions
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@ -246,7 +246,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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void VertexShaderCache::DisableShader()
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{
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//if (ShaderEnabled)
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if (ShaderEnabled)
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{
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CurrentShader = 0;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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@ -255,11 +255,10 @@ void VertexShaderCache::DisableShader()
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}
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}
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// TODO: Why are these if statements commented out?
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void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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//if (ShaderEnabled && CurrentShader != Shader)
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if (ShaderEnabled && CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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@ -268,13 +267,13 @@ void VertexShaderCache::SetCurrentShader(GLuint Shader)
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void VertexShaderCache::EnableShader(GLuint Shader)
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{
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//if (!ShaderEnabled)
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if (!ShaderEnabled)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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CurrentShader = 0;
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}
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//if (CurrentShader != Shader)
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if (CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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