gsdx: add/update comment

Need to investigate why the number of vertex is different in upscaled resolution
This commit is contained in:
Gregory Hainaut 2016-09-28 09:55:04 +02:00
parent 749037346c
commit adb8be3287
2 changed files with 3 additions and 1 deletions

View File

@ -511,7 +511,7 @@ void GSRendererHW::Draw()
// Mipmap Linear. Both layers are sampled, only take the big one // Mipmap Linear. Both layers are sampled, only take the big one
lod = std::max<int>((int)floor(m_vt.m_lod.x), 0); lod = std::max<int>((int)floor(m_vt.m_lod.x), 0);
} else { } else {
// On GS lod is an int with 4 decimal digit. // On GS lod is a fixed float number 7:4 (4 bit for the frac part)
lod = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0); lod = std::max<int>((int)round(m_vt.m_lod.x + 0.0625), 0);
} }
} }

View File

@ -2617,6 +2617,8 @@ __forceinline void GSState::VertexKick(uint32 skip)
case GS_TRIANGLESTRIP: case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN: case GS_TRIANGLEFAN:
case GS_SPRITE: case GS_SPRITE:
// FIXME: GREG I don't understand the purpose of the m_nativeres check
// It impacts badly the number of draw call in the HW renderer.
test |= m_nativeres ? pmin.eq16(pmax).zwzwl() : pmin.eq16(pmax); test |= m_nativeres ? pmin.eq16(pmax).zwzwl() : pmin.eq16(pmax);
break; break;
default: default: