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.
This commit is contained in:
Stenzek
2017-07-31 23:21:38 +10:00
parent ed331918f0
commit d62dcd397d
10 changed files with 8 additions and 47 deletions

View File

@ -1132,8 +1132,6 @@ void Renderer::CheckForConfigChanges()
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
bool old_use_xfb = g_ActiveConfig.bUseXFB;
bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
bool old_vertex_ubershaders = g_ActiveConfig.bForceVertexUberShaders;
bool old_pixel_ubershaders = g_ActiveConfig.bForcePixelUberShaders;
// Copy g_Config to g_ActiveConfig.
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
@ -1147,8 +1145,6 @@ void Renderer::CheckForConfigChanges()
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
bool use_realxfb_changed = old_use_realxfb != g_ActiveConfig.bUseRealXFB;
bool ubershaders_changed = old_vertex_ubershaders != g_ActiveConfig.bForceVertexUberShaders ||
old_pixel_ubershaders != g_ActiveConfig.bForcePixelUberShaders;
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
@ -1194,10 +1190,6 @@ void Renderer::CheckForConfigChanges()
if (anisotropy_changed || force_texture_filtering_changed)
ResetSamplerStates();
// Clear UID state if ubershaders are toggled.
if (ubershaders_changed)
StateTracker::GetInstance()->ClearShaders();
// Check for a changed post-processing shader and recompile if needed.
static_cast<VulkanPostProcessing*>(m_post_processor.get())->UpdateConfig();
}