diff options
| author | Stenzek <stenzek@gmail.com> | 2017-07-31 23:21:38 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-07-31 23:21:38 +1000 |
| commit | d62dcd397d500d7b83b0994dadc189cae766361d (patch) | |
| tree | e731f1f5193490405140afe7ba88030378e1a753 /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | |
| parent | ed331918f0f7a8836cda9f34df4a7ef86cd55e0d (diff) | |
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.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 15 |
1 files changed, 2 insertions, 13 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp index 57d9705a7c..c467115534 100644 --- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp +++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp @@ -271,19 +271,8 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat* // Synchronous shader compiling. ShaderHostConfig host_config = ShaderHostConfig::GetCurrent(); - ShaderCode vcode; - if (!g_ActiveConfig.bForceVertexUberShaders) - vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData()); - else - vcode = UberShader::GenVertexShader(APIType::OpenGL, host_config, - UberShader::GetVertexShaderUid().GetUidData()); - ShaderCode pcode; - if (!g_ActiveConfig.bForcePixelUberShaders) - pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData()); - else - pcode = UberShader::GenPixelShader(APIType::OpenGL, host_config, - UberShader::GetPixelShaderUid().GetUidData()); - + ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData()); + ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData()); ShaderCode gcode; if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough()) |
