diff --git a/plugins/GSdx/PSX/GPU.cpp b/plugins/GSdx/PSX/GPU.cpp index c260e314e5..6c94688421 100644 --- a/plugins/GSdx/PSX/GPU.cpp +++ b/plugins/GSdx/PSX/GPU.cpp @@ -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 diff --git a/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp b/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp index c22ab77df3..f04559c32e 100644 --- a/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp +++ b/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp @@ -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"); diff --git a/plugins/GSdx/Renderers/HW/GSHwHack.cpp b/plugins/GSdx/Renderers/HW/GSHwHack.cpp index b72019b153..9a922ea079 100644 --- a/plugins/GSdx/Renderers/HW/GSHwHack.cpp +++ b/plugins/GSdx/Renderers/HW/GSHwHack.cpp @@ -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;