PixelShaderGen: Refine the comment from revision 3fbe1b1ccd
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@ -610,10 +610,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
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WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
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// FastDepth means to trust the depth generated in perspective division.
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// FastDepth means to trust the depth generated in perspective division.
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// It should be correct, but it seems not to be as accurate as required. TODO: Find out why
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// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
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// So for disabled FastDepth, just calucate the depth value again.
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// For disabled FastDepth we just calculate the depth value again.
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// This performance lack of this division doesn't matter, but it's a major performance issue
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// The performance impact of this additional calculation doesn't matter, but it prevents
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// because of its forced off earlyZ.
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// the host GPU driver from performing any early depth test optimizations.
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if (g_ActiveConfig.bFastDepthCalc)
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if (g_ActiveConfig.bFastDepthCalc)
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out.Write("float zCoord = rawpos.z;\n");
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out.Write("float zCoord = rawpos.z;\n");
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else
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else
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