D3D9 fix. Make a check more break-point-able.

This commit is contained in:
Henrik Rydgård 2023-08-17 20:46:43 +02:00
parent 8a6e288fcc
commit 89ff606ccb
2 changed files with 2 additions and 4 deletions

View File

@ -275,7 +275,8 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
int format = gstate_c.depalFramebufferFormat;
uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
// Poke in a bilinear filter flag in the top bit.
val |= gstate.isMagnifyFilteringEnabled() << 31;
if (gstate.isMagnifyFilteringEnabled())
val |= 0x80000000;
ub->depal_mask_shift_off_fmt = val;
}
}

View File

@ -102,9 +102,6 @@ u32 GPU_DX9::CheckGPUFeatures() const {
// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
features |= GPU_USE_ACCURATE_DEPTH;
// DX9 GPUs probably benefit more than they lose from this. Though, might be a vendor check.
features |= GPU_USE_FRAGMENT_UBERSHADER;
return CheckGPUFeaturesLate(features);
}