VideoCommon: Update FastDepth's comment

This commit is contained in:
degasus 2013-10-13 16:14:30 +02:00
parent 6798a4763e
commit 3fbe1b1ccd
1 changed files with 5 additions and 5 deletions

View File

@ -609,11 +609,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (Pretest == AlphaTest::UNDETERMINED || (Pretest == AlphaTest::FAIL && bpmem.UseLateDepthTest())) if (Pretest == AlphaTest::UNDETERMINED || (Pretest == AlphaTest::FAIL && bpmem.UseLateDepthTest()))
WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth); WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
// FastDepth means to trust the depth generated in perspective division.
// TODO: Make more sense out of this comment // It should be correct, but it seems not to be as accurate as required. TODO: Find out why
// D3D9 doesn't support readback of depth in pixel shader, so we always have to calculate it again. // So for disabled FastDepth, just calucate the depth value again.
// This shouldn't be a performance issue as the written depth is usually still from perspective division // This performance lack of this division doesn't matter, but it's a major performance issue
// but this isn't true for z-textures, so there will be depth issues between enabled and disabled z-textures fragments // because of its forced off earlyZ.
if (g_ActiveConfig.bFastDepthCalc) if (g_ActiveConfig.bFastDepthCalc)
out.Write("float zCoord = rawpos.z;\n"); out.Write("float zCoord = rawpos.z;\n");
else else