From e091f4233a30697e6ebbd62d53b5fed4f721a9ec Mon Sep 17 00:00:00 2001 From: lightningterror Date: Wed, 19 Dec 2018 16:55:32 +0100 Subject: [PATCH] GSdx-d3d11: Remove commented out code for int_fst. VS FST is already enabled, values are inverted on D3D11. --- plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp b/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp index 40a67748e5..c349d630cc 100644 --- a/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp +++ b/plugins/GSdx/Renderers/DXCommon/GSRendererDX.cpp @@ -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();