Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution.
This commit is contained in:
parent
0bdf8646f0
commit
d3ecf98213
|
@ -62,7 +62,8 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
|
||||||
|
|
||||||
uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
|
uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
|
||||||
((u32)bpmem.fog.c_proj_fsel.proj << 3) |
|
((u32)bpmem.fog.c_proj_fsel.proj << 3) |
|
||||||
((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5);
|
((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5) |
|
||||||
|
((u32)bpmem.zcontrol.zcomploc << 6);
|
||||||
|
|
||||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue