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authordegasus <wickmarkus@web.de>2013-10-13 16:14:30 +0200
committerdegasus <wickmarkus@web.de>2013-10-13 16:14:30 +0200
commit3fbe1b1ccdcfc0a2ea652e0860f0795362d2c962 (patch)
tree0d6953080a5473efabe31e691b201a08f153ad2b /Source/Core
parent6798a4763e9c879a3e2ace6da26527e533c66aa4 (diff)
VideoCommon: Update FastDepth's comment
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index e4d2bc569f..41b0136cfe 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -609,11 +609,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
if (Pretest == AlphaTest::UNDETERMINED || (Pretest == AlphaTest::FAIL && bpmem.UseLateDepthTest()))
WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
-
- // TODO: Make more sense out of this comment
- // D3D9 doesn't support readback of depth in pixel shader, so we always have to calculate it again.
- // This shouldn't be a performance issue as the written depth is usually still from perspective division
- // but this isn't true for z-textures, so there will be depth issues between enabled and disabled z-textures fragments
+ // 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.
if (g_ActiveConfig.bFastDepthCalc)
out.Write("float zCoord = rawpos.z;\n");
else