clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania 2009-02-08 22:08:20 +00:00
parent 128313cdea
commit f5f99e8f04
7 changed files with 101 additions and 60 deletions

View file

@ -341,6 +341,9 @@ void BPWritten(int addr, int changes, int newval)
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
if (changes & 3) {
PixelShaderManager::SetZTextureTypeChanged();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};