gsdx-hw: Don't always set MaxDepth on ps/fs.

Value will be read only when zclamp is enabled. It will avoid an extra
upload to buffer maybe.
This commit is contained in:
lightningterror 2020-11-03 11:21:38 +01:00
parent e68674bc5e
commit 5a8c75e4a8
2 changed files with 2 additions and 4 deletions

View File

@ -131,7 +131,7 @@ void GSRendererDX11::EmulateZbuffer()
const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
ps_cb.Af_MaxDepth.y = 1.0f;
//ps_cb.Af_MaxDepth.y = 1.0f;
m_ps_sel.zclamp = 0;
if (clamp_z)
@ -147,8 +147,6 @@ void GSRendererDX11::EmulateZbuffer()
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)

View File

@ -134,7 +134,7 @@ void GSRendererOGL::EmulateZbuffer()
const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
//ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
m_ps_sel.zclamp = 0;
if (clamp_z) {