PixelShaderGen: Refine the comment from revision 3fbe1b1ccd.

This commit is contained in:
NeoBrainX 2013-10-13 14:59:59 +00:00
parent 3fbe1b1ccd
commit 59ae93d04e
1 changed files with 4 additions and 4 deletions

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@ -610,10 +610,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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. // FastDepth means to trust the depth generated in perspective division.
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why // It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
// So for disabled FastDepth, just calucate the depth value again. // For disabled FastDepth we just calculate the depth value again.
// This performance lack of this division doesn't matter, but it's a major performance issue // The performance impact of this additional calculation doesn't matter, but it prevents
// because of its forced off earlyZ. // the host GPU driver from performing any early depth test optimizations.
if (g_ActiveConfig.bFastDepthCalc) if (g_ActiveConfig.bFastDepthCalc)
out.Write("float zCoord = rawpos.z;\n"); out.Write("float zCoord = rawpos.z;\n");
else else