[GPU] Converted Depth/Color Surfaces to a ring buffer
Additionally made the surface cache search hit for any address that lies in the surface. This should allow multiple races to be done in Mario Kart and fixes the intro video.
This commit is contained in:
@@ -43,8 +43,8 @@ class Renderer {
|
||||
float oldDepthOffset = 0.0;
|
||||
bool oldDepthmapEnable = false;
|
||||
|
||||
SurfaceCache<DepthBuffer, 10> depthBufferCache;
|
||||
SurfaceCache<ColourBuffer, 10> colourBufferCache;
|
||||
SurfaceCache<DepthBuffer, 10, true> depthBufferCache;
|
||||
SurfaceCache<ColourBuffer, 10, true> colourBufferCache;
|
||||
SurfaceCache<Texture, 256, true> textureCache;
|
||||
|
||||
OpenGL::uvec2 fbSize; // The size of the framebuffer (ie both the colour and depth buffer)'
|
||||
|
||||
Reference in New Issue
Block a user