Removing more references to D3D9.
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5de6726658
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@ -356,7 +356,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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{
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{
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static bool warn_once = true;
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static bool warn_once = true;
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if (warn_once)
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if (warn_once)
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WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current configuration. Make sure to use the D3D11 or OpenGL backend and enable fast depth calculations. If this message still shows up your hardware isn't able to emulate the feature properly (a GPU which supports D3D 11.0 / OGL 4.2 is required).");
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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).");
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warn_once = false;
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warn_once = false;
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}
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}
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@ -372,7 +372,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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{
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{
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static bool warn_once = true;
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static bool warn_once = true;
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if (warn_once)
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if (warn_once)
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WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current configuration. Make sure to use the D3D11 or OpenGL backend and enable fast depth calculations. If this message still shows up your hardware isn't able to emulate the feature properly (a GPU which supports D3D 11.0 / OGL 4.2 is required).");
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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).");
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warn_once = false;
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warn_once = false;
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}
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}
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@ -481,7 +481,6 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
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// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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// TODO: D3D9 doesn't support min_lod. We should add a workaround for that here!
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// TODO: This is the wrong value. We should be storing the number of levels our actual texture has.
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// TODO: This is the wrong value. We should be storing the number of levels our actual texture has.
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// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
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// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
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