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| author | NeoBrainX <NeoBrainX@googlemail.com> | 2013-10-13 14:59:59 +0000 |
|---|---|---|
| committer | NeoBrainX <NeoBrainX@googlemail.com> | 2013-10-13 14:59:59 +0000 |
| commit | 59ae93d04e2256779f1b1a777aaec7723d0751cb (patch) | |
| tree | c95441a8f4db350a936638cbf682c2a4de306c7f /Source/Core/VideoCommon/Src/PixelShaderGen.cpp | |
| parent | 3fbe1b1ccdcfc0a2ea652e0860f0795362d2c962 (diff) | |
PixelShaderGen: Refine the comment from revision 3fbe1b1ccdcf.
Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/PixelShaderGen.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 41b0136cfe..39bbdc6316 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -610,10 +610,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth); // FastDepth means to trust the depth generated in perspective division. - // It should be correct, but it seems not to be as accurate as required. TODO: Find out why - // So for disabled FastDepth, just calucate the depth value again. - // This performance lack of this division doesn't matter, but it's a major performance issue - // because of its forced off earlyZ. + // It should be correct, but it seems not to be as accurate as required. TODO: Find out why! + // For disabled FastDepth we just calculate the depth value again. + // The performance impact of this additional calculation doesn't matter, but it prevents + // the host GPU driver from performing any early depth test optimizations. if (g_ActiveConfig.bFastDepthCalc) out.Write("float zCoord = rawpos.z;\n"); else |
