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authorNeoBrainX <NeoBrainX@googlemail.com>2013-10-13 14:59:59 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2013-10-13 14:59:59 +0000
commit59ae93d04e2256779f1b1a777aaec7723d0751cb (patch)
treec95441a8f4db350a936638cbf682c2a4de306c7f /Source/Core/VideoCommon/Src/PixelShaderGen.cpp
parent3fbe1b1ccdcfc0a2ea652e0860f0795362d2c962 (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.cpp8
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