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VideoConfig: Drop force vertex/pixel ubershader settings
This was mainly included for debugging, but could end up being confusing for users, as well as polluting the GL program cache with a mix of uber and specialized shaders if the option was changed.
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@ -1132,8 +1132,6 @@ void Renderer::CheckForConfigChanges()
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bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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bool old_use_xfb = g_ActiveConfig.bUseXFB;
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bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
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bool old_vertex_ubershaders = g_ActiveConfig.bForceVertexUberShaders;
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bool old_pixel_ubershaders = g_ActiveConfig.bForcePixelUberShaders;
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// Copy g_Config to g_ActiveConfig.
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// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
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@ -1147,8 +1145,6 @@ void Renderer::CheckForConfigChanges()
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bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
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bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
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bool use_realxfb_changed = old_use_realxfb != g_ActiveConfig.bUseRealXFB;
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bool ubershaders_changed = old_vertex_ubershaders != g_ActiveConfig.bForceVertexUberShaders ||
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old_pixel_ubershaders != g_ActiveConfig.bForcePixelUberShaders;
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// Update texture cache settings with any changed options.
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TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
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@ -1194,10 +1190,6 @@ void Renderer::CheckForConfigChanges()
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if (anisotropy_changed || force_texture_filtering_changed)
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ResetSamplerStates();
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// Clear UID state if ubershaders are toggled.
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if (ubershaders_changed)
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StateTracker::GetInstance()->ClearShaders();
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// Check for a changed post-processing shader and recompile if needed.
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static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
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}
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