mirror of https://github.com/PCSX2/pcsx2.git
GSdx-tc: Update fb conversion hack comment with latest d3d changes.
D3D10/11 now supports fb conversion through a shader but only on native res for now. Nobody cares about D3D9 so don't ask :).
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@ -285,11 +285,11 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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// It is a complex to convert the code in shader. As a reference, let's do it on the CPU, it will be slow but
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// 1/ it just works :)
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// 2/ even with upscaling
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// 3/ for both DX and OpenGL
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// 3/ for both Direct3D and OpenGL
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if (m_cpu_fb_conversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
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// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
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// There is no dedicated shader to handle 4-bit conversion.
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// Direct3D doesn't support 8-bit fb conversion, OpenGL does support it but it doesn't render some corner cases properly.
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// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly, also Direct3D supports it only on native res for now.
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// The hack can fix glitches in some games.
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// Harry Potter games (Direct3D and OpenGL).
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// FIFA Street games (Direct3D).
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