diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index b385776f96..308807e7c8 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -179,7 +179,7 @@ PixelShaderUid GetPixelShaderUid() u32 numStages = uid_data->genMode_numtevstages + 1; const bool forced_early_z = - g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && + bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED) // We can't allow early_ztest for zfreeze because depth is overridden per-pixel. // This means it's impossible for zcomploc to be emulated on a zfrozen polygon. @@ -192,18 +192,6 @@ PixelShaderUid GetPixelShaderUid() uid_data->per_pixel_depth = per_pixel_depth; uid_data->forced_early_z = forced_early_z; - if (!uid_data->forced_early_z && bpmem.UseEarlyDepthTest() && - (!g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)) - { - static bool warn_once = true; - if (warn_once) - WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current " - "configuration. Make sure to enable fast depth calculations. If this message " - "still shows up your hardware isn't able to emulate the feature properly (a " - "GPU with D3D 11.0 / OGL 4.2 support is required)."); - warn_once = false; - } - if (g_ActiveConfig.bEnablePixelLighting) { // The lighting shader only needs the two color bits of the 23bit component bit array. @@ -468,7 +456,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting, uid_data->bounding_box); - if (uid_data->forced_early_z) + if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ) { // Zcomploc (aka early_ztest) is a way to control whether depth test is done before // or after texturing and alpha test. PC graphics APIs used to provide no way to emulate