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Add Fast Depth Calculation option (libretro#209)
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covey-j authored May 20, 2021
1 parent d86c545 commit 13ad7dd
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Showing 3 changed files with 3 additions and 0 deletions.
1 change: 1 addition & 0 deletions Source/Core/DolphinLibretro/Boot.cpp
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Expand Up @@ -123,6 +123,7 @@ bool retro_load_game(const struct retro_game_info* game)
Config::SetBase(Config::GFX_HACK_COPY_EFB_SCALED, Libretro::Options::efbScaledCopy);
Config::SetBase(Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM, Libretro::Options::efbToTexture);
Config::SetBase(Config::GFX_HACK_DISABLE_COPY_TO_VRAM, Libretro::Options::efbToVram);
Config::SetBase(Config::GFX_FAST_DEPTH_CALC, Libretro::Options::fastDepthCalc);
Config::SetBase(Config::GFX_HACK_BBOX_ENABLE, Libretro::Options::bboxEnabled);
Config::SetBase(Config::GFX_ENABLE_GPU_TEXTURE_DECODING, Libretro::Options::gpuTextureDecoding);
Config::SetBase(Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING, Libretro::Options::waitForShaders);
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1 change: 1 addition & 0 deletions Source/Core/DolphinLibretro/Options.cpp
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Expand Up @@ -184,6 +184,7 @@ Option<int> maxAnisotropy("dolphin_max_anisotropy", "Max Anisotropy", 0, 17);
Option<bool> efbScaledCopy("dolphin_efb_scaled_copy", "Scaled EFB Copy", true);
Option<bool> efbToTexture("dolphin_efb_to_texture", "Store EFB Copies on GPU", true);
Option<bool> efbToVram("dolphin_efb_to_vram", "Disable EFB to VRAM", false);
Option<bool> fastDepthCalc("dolphin_fast_depth_calculation", "Fast Depth Calculation", true);
Option<bool> bboxEnabled("dolphin_bbox_enabled", "Bounding Box Emulation", false);
Option<bool> gpuTextureDecoding("dolphin_gpu_texture_decoding", "GPU Texture Decoding", false);
Option<bool> waitForShaders("dolphin_wait_for_shaders", "Wait for Shaders before Starting", false);
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1 change: 1 addition & 0 deletions Source/Core/DolphinLibretro/Options.h
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Expand Up @@ -109,6 +109,7 @@ extern Option<int> maxAnisotropy;
extern Option<bool> efbScaledCopy;
extern Option<bool> efbToTexture;
extern Option<bool> efbToVram;
extern Option<bool> fastDepthCalc;
extern Option<bool> bboxEnabled;
extern Option<bool> gpuTextureDecoding;
extern Option<bool> waitForShaders;
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