Fix some shader problems caused by my previous commits to reduce API calls (back screen after a while in Zelda WW intro, maybe also in other games).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4283 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
rice1964 2009-09-16 05:31:19 +00:00
parent 20922cf3f0
commit f7e15ec7f2
4 changed files with 4 additions and 4 deletions

View file

@ -89,7 +89,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
if (uid == last_pixel_shader_uid)
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && iter->second.shader)

View file

@ -120,7 +120,7 @@ bool VertexShaderCache::SetShader(u32 components)
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
if (uid == last_vertex_shader_uid)
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
if (vshaders[uid].shader)
return true;

View file

@ -169,7 +169,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
PIXELSHADERUID uid;
u32 dstAlpha = dstAlphaEnable ? 1 : 0;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
if (uid == last_pixel_shader_uid)
if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}

View file

@ -117,7 +117,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
if (uid == last_vertex_shader_uid)
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}