GS-OGL: Add comment on m_accurate_stq usage

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tellowkrinkle 2020-12-05 21:36:51 -06:00 committed by refractionpcsx2
parent bd8fcc8f81
commit 60791e4c2b
1 changed files with 3 additions and 0 deletions

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@ -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 // 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) // 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 // If the draw calls contains few primitives. Geometry Shader gain with be rather small versus
// the extra validation cost of the extra stage. // the extra validation cost of the extra stage.