mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d11: Remove commented out code for int_fst.
VS FST is already enabled, values are inverted on D3D11.
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@ -198,7 +198,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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if (psm.depth)
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if (psm.depth)
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{
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{
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m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
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m_ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
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// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
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}
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}
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// Shuffle is a 16 bits format, so aem is always required
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// Shuffle is a 16 bits format, so aem is always required
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@ -250,7 +249,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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{
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{
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// Require a float conversion if the texure is a depth format
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// Require a float conversion if the texure is a depth format
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m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
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m_ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
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// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
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// Don't force interpolation on depth format
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// Don't force interpolation on depth format
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bilinear &= m_vt.IsLinear();
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bilinear &= m_vt.IsLinear();
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@ -259,7 +257,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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{
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{
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// Use Integral scaling
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// Use Integral scaling
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m_ps_sel.depth_fmt = 3;
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m_ps_sel.depth_fmt = 3;
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// m_vs_sel.int_fst = !PRIM->FST; // select float/int coordinate
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// Don't force interpolation on depth format
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// Don't force interpolation on depth format
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bilinear &= m_vt.IsLinear();
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bilinear &= m_vt.IsLinear();
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