GSdx: Update/remove useless d3d9 comments.

This commit is contained in:
lightningterror 2018-12-21 22:22:32 +01:00
parent 48007350b6
commit bf4997b6a5
3 changed files with 1 additions and 4 deletions

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@ -143,7 +143,7 @@ EXPORT_C_(int32) GPUopen(void* hWnd)
case GPURendererType::D3D11_SW: s_gpu = new GPURendererSW(new GSDevice11(), threads); break;
#endif
case GPURendererType::NULL_Renderer: s_gpu = new GPURendererSW(new GSDeviceNull(), threads); break;
default: // Fall back to D3D9/null mode if unknown value is read. No one could possibly enter here anyway.
default: // Fall back to D3D11/Null mode if unknown value is read. No one could possibly enter here anyway.
#ifdef _WIN32
s_gpu = new GPURendererSW(new GSDevice11(), threads); break;
#else

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@ -619,7 +619,6 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
// to only draw pixels which would cause the destination alpha test to fail in the future once.
// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
// The interaction with FBA in D3D9 is probably less than ideal.
if (UserHacks_AlphaStencil && DATE && !DATE_one && m_om_bsel.wa && !m_context->TEST.ATE)
{
// fprintf(stderr, "Alpha Stencil detected\n");

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@ -1224,7 +1224,6 @@ bool GSC_GodOfWar(const GSFrameInfo& fi, int& skip)
{
if(Aggressive && fi.TME && fi.FBP == 0x00000 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00000 && fi.TPSM == PSM_PSMCT16 && fi.FBMSK == 0x03FFF)
{
// Texture shuffle. Not supported on D3D9.
// Can be used as a speed hack.
// Removes shadows.
skip = 1000;
@ -1258,7 +1257,6 @@ bool GSC_GodOfWar2(const GSFrameInfo& fi, int& skip)
if(Aggressive && fi.FBP == 0x00100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x00100 && fi.TPSM == PSM_PSMCT16 // ntsc
|| fi.FBP == 0x02100 && fi.FPSM == PSM_PSMCT16 && fi.TBP0 == 0x02100 && fi.TPSM == PSM_PSMCT16) // pal
{
// Texture shuffle. Not supported on D3D9.
// Can be used as a speed hack.
// Removes shadows.
skip = 1000;