From 60791e4c2b59c0af9fa88d89579b1fdc308584f5 Mon Sep 17 00:00:00 2001 From: tellowkrinkle Date: Sat, 5 Dec 2020 21:36:51 -0600 Subject: [PATCH] GS-OGL: Add comment on m_accurate_stq usage --- pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp b/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp index cb07e8c8e5..92dbcb0f1c 100644 --- a/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp +++ b/pcsx2/GS/Renderers/OpenGL/GSRendererOGL.cpp @@ -82,6 +82,9 @@ void GSRendererOGL::SetupIA(const float& sx, const float& sy) // // Note2: Due to MultiThreaded driver, Nvidia suffers less of the previous issue. Still it isn't free // Shadow Heart is 90 fps (gs) vs 113 fps (no gs) + // + // Note3: Some GPUs (Happens on GT 750m, not on Intel 5200) don't properly divide by large floats (e.g. FLT_MAX/FLT_MAX == 0) + // Lines2Sprites predivides by Q, avoiding this issue, so always use it if m_vt.m_accurate_stq // If the draw calls contains few primitives. Geometry Shader gain with be rather small versus // the extra validation cost of the extra stage.