GSdx-d3d11: Remove commented out code for int_fst.

VS FST is already enabled, values are inverted on D3D11.
This commit is contained in:
lightningterror 2018-12-19 16:55:32 +01:00
parent 0353273733
commit e091f4233a
1 changed files with 0 additions and 3 deletions

View File

@ -198,7 +198,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
if (psm.depth)
{
m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
}
// Shuffle is a 16 bits format, so aem is always required
@ -250,7 +249,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
{
// Require a float conversion if the texure is a depth format
m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
@ -259,7 +257,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
{
// Use Integral scaling
m_ps_sel.depth_fmt = 3;
// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();