mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-16 12:58:33 +02:00
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:
@ -20,6 +20,7 @@
|
||||
#include "XFMemory.h"
|
||||
#include "VertexManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
|
||||
// LoadXFReg 0x10
|
||||
void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
@ -153,6 +154,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
case 0x101a:
|
||||
VertexManager::Flush();
|
||||
VertexShaderManager::SetViewport((float*)&pData[i]);
|
||||
PixelShaderManager::SetViewport((float*)&pData[i]);
|
||||
i += 6;
|
||||
break;
|
||||
|
||||
|
Reference in New Issue
Block a user