mirror of https://github.com/PCSX2/pcsx2.git
gsdx-debug: Disable Alpha Test debug logs on d3d11.
Unfortunately they do more harm than help, slowing things quite a lot because of the endless log spam when debugging gs dumps.
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@ -930,9 +930,7 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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bool ate_RGB_then_ZA = false;
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if (ate_first_pass & ate_second_pass)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Complex Alpha Test\n");
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#endif
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// fprintf(stdout, "Complex Alpha Test\n");
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bool commutative_depth = (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_om_dssel.ztst == ZTST_ALWAYS);
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bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant
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@ -942,18 +940,14 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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if (ate_RGBA_then_Z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
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#endif
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// fprintf(stdout, "Alternate ATE handling: ate_RGBA_then_Z\n");
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// Render all color but don't update depth
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// ATE is disabled here
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m_om_dssel.zwe = false;
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}
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else if (ate_RGB_then_ZA)
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{
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#ifdef _DEBUG
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fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
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#endif
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// fprintf(stdout, "Alternate ATE handling: ate_RGB_then_ZA\n");
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// Render RGB color but don't update depth/alpha
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// ATE is disabled here
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m_om_dssel.zwe = false;
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