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Unify minz/maxz in command tables
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903ac2fc42
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bc641e6c56
@ -74,10 +74,6 @@ struct D3D11CommandTableEntry {
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};
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static const D3D11CommandTableEntry commandTable[] = {
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// Should these maybe flush?
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{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_D3D11::Execute_TexSize0 },
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@ -58,10 +58,6 @@ struct D3D9CommandTableEntry {
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};
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static const D3D9CommandTableEntry commandTable[] = {
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// Should these maybe flush?
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{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_DX9::Execute_TexSize0 },
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@ -62,10 +62,6 @@ struct GLESCommandTableEntry {
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const GLESCommandTableEntry commandTable[] = {
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// Should these maybe flush?
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{GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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{GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE},
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// Changes that dirty the current texture.
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{GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0},
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@ -120,6 +120,10 @@ const CommonCommandTableEntry commonCommandTable[] = {
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{ GE_CMD_VIEWPORTZCENTER, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS | DIRTY_DEPTHRANGE | DIRTY_PROJMATRIX },
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{ GE_CMD_CLIPENABLE, FLAG_FLUSHBEFOREONCHANGE },
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// Z clip
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{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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// Region
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{ GE_CMD_REGION1, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
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{ GE_CMD_REGION2, FLAG_FLUSHBEFOREONCHANGE, DIRTY_FRAMEBUF | DIRTY_TEXTURE_PARAMS },
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@ -58,10 +58,6 @@ GPU_Vulkan::CommandInfo GPU_Vulkan::cmdInfo_[256];
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// This table gets crunched into a faster form by init.
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// TODO: Share this table between the backends. Will have to make another indirection for the function pointers though..
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static const VulkanCommandTableEntry commandTable[] = {
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// Should these maybe flush?
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{ GE_CMD_MINZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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{ GE_CMD_MAXZ, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHRANGE },
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// Changes that dirty the current texture.
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{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, 0, &GPU_Vulkan::Execute_TexSize0 },
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