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This is a "Try to fix" commit, reverted all the changes made by my first commit that could affect texturing, so please everyone with texture problems please test this, also in opengl let the viewport calculations the way they where, opengl can handle any values in the viewport.
in direct3d this is different, the only valid values are between 0.0 an 1.0 so fix this and let the shader handle the rest. please test all this and let me know the results. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4494 8ced0084-cf51-0410-be5f-012b33b47a6e
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5 changed files with 17 additions and 29 deletions
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@ -269,7 +269,7 @@ 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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@ -280,7 +280,7 @@ void VertexShaderCache::DisableShader()
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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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@ -289,13 +289,13 @@ 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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