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Reason: - It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance. - It provides virtually no advantages over the previous hack while introducing lots of code. - There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc. This reverts commit |
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| .. | ||
| FramebufferManager.cpp | ||
| FramebufferManager.h | ||
| Globals.h | ||
| GLUtil.cpp | ||
| GLUtil.h | ||
| main.cpp | ||
| main.h | ||
| NativeVertexFormat.cpp | ||
| PixelShaderCache.cpp | ||
| PixelShaderCache.h | ||
| PostProcessing.cpp | ||
| PostProcessing.h | ||
| RasterFont.cpp | ||
| RasterFont.h | ||
| Render.cpp | ||
| Render.h | ||
| stdafx.cpp | ||
| stdafx.h | ||
| TextureCache.cpp | ||
| TextureCache.h | ||
| TextureConverter.cpp | ||
| TextureConverter.h | ||
| VertexManager.cpp | ||
| VertexManager.h | ||
| VertexShaderCache.cpp | ||
| VertexShaderCache.h | ||
| VideoBackend.h | ||