GPU/HW: MSAA samples change needs to recreate pipelines
Otherwise Metal/Vulkan go boom boom.
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@ -417,7 +417,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer() ||
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(!old_settings.gpu_texture_cache && g_settings.gpu_texture_cache));
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const bool shaders_changed =
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((m_resolution_scale > 1) != (resolution_scale > 1) || (m_multisamples > 1) != (multisamples > 1) ||
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((m_resolution_scale > 1) != (resolution_scale > 1) || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || prev_force_progressive_scan != m_force_progressive_scan ||
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(multisamples > 1 && g_settings.gpu_per_sample_shading != old_settings.gpu_per_sample_shading) ||
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(resolution_scale > 1 && g_settings.gpu_scaled_dithering != old_settings.gpu_scaled_dithering) ||
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