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- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always - use constant names in dx11 for buffer length calculation instead to simplify code reading - implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect - Change the depth calculation behavior: if the game use z textures is exactly the same as before. if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied, improving fill rate. this mus speed up things, even with ssaa and msaa enabled. please test for regression and enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e |
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| .. | ||
| Debugger | ||
| GUI | ||
| OS | ||
| BPFunctions.cpp | ||
| cocoaGL.h | ||
| cocoaGL.m | ||
| DLCache.cpp | ||
| DLCache.h | ||
| FramebufferManager.cpp | ||
| FramebufferManager.h | ||
| Globals.h | ||
| GLUtil.cpp | ||
| GLUtil.h | ||
| GLWindow.h | ||
| main.cpp | ||
| main.h | ||
| NativeVertexFormat.cpp | ||
| PixelShaderCache.cpp | ||
| PixelShaderCache.h | ||
| PostProcessing.cpp | ||
| PostProcessing.h | ||
| RasterFont.cpp | ||
| RasterFont.h | ||
| Render.cpp | ||
| SConscript | ||
| stdafx.cpp | ||
| stdafx.h | ||
| TextureConverter.cpp | ||
| TextureConverter.h | ||
| TextureMngr.cpp | ||
| TextureMngr.h | ||
| VertexManager.cpp | ||
| VertexManager.h | ||
| VertexShaderCache.cpp | ||
| VertexShaderCache.h | ||
| XFB.cpp | ||
| XFB.h | ||