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Revert the recent zcomploc changes including the Graphic_Fixes merge.
Reason: - It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance. - It provides virtually no advantages over the previous hack while introducing lots of code. - There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc. This reverts commit0efd4e5c29
. This reverts commitb4ec836aca
. This reverts commitbb4c9e2205
. This reverts commit146b02615c
.
This commit is contained in:
@ -459,10 +459,10 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, PSGRenderMode, components);
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GetPixelShaderId(&uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -470,7 +470,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, PSGRenderMode, components);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return (last_entry->shader != NULL);
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}
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}
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@ -486,12 +486,12 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, PSGRenderMode, components);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(PSGRenderMode, API_D3D11, components);
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
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@ -509,7 +509,7 @@ bool PixelShaderCache::SetShader(PSGRENDER_MODE PSGRenderMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, PSGRenderMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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