GPU/HW: Fix SSAA being enabled when it's not supported
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4fe1c07b02
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@ -107,14 +107,14 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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{
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const u32 resolution_scale = CalculateResolutionScale();
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const u32 multisamples = std::min(m_max_multisamples, g_settings.gpu_multisamples);
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const bool per_sample_shading = g_settings.gpu_per_sample_shading && m_supports_per_sample_shading;
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const bool use_uv_limits = ShouldUseUVLimits();
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*framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples);
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*shaders_changed =
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || m_per_sample_shading != g_settings.gpu_per_sample_shading ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
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m_using_uv_limits != use_uv_limits);
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*shaders_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || m_per_sample_shading != per_sample_shading ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering ||
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m_texture_filtering != g_settings.gpu_texture_filter || m_using_uv_limits != use_uv_limits);
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if (m_resolution_scale != resolution_scale)
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{
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@ -125,9 +125,9 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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VRAM_HEIGHT * resolution_scale);
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}
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if (m_multisamples != multisamples || m_per_sample_shading != g_settings.gpu_per_sample_shading)
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if (m_multisamples != multisamples || m_per_sample_shading != per_sample_shading)
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{
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if (g_settings.gpu_per_sample_shading)
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if (per_sample_shading)
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{
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g_host_interface->AddFormattedOSDMessage(
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10.0f, g_host_interface->TranslateString("OSDMessage", "Multisample anti-aliasing set to %ux (SSAA)."),
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@ -142,7 +142,7 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
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m_resolution_scale = resolution_scale;
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m_multisamples = multisamples;
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m_per_sample_shading = g_settings.gpu_per_sample_shading;
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m_per_sample_shading = per_sample_shading;
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m_true_color = g_settings.gpu_true_color;
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m_scaled_dithering = g_settings.gpu_scaled_dithering;
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m_texture_filtering = g_settings.gpu_texture_filter;
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