Remove the "Disable alpha test" setting. It breaks too many things.

The  performance benefits in a few games on older hardware are not worth it.
We are able to automatically remove redundant alpha test in many cases now.
This commit is contained in:
Henrik Rydgard 2017-04-01 11:36:35 +02:00
parent f7d6d7d37b
commit 7230a8b427
4 changed files with 1 additions and 20 deletions

View File

@ -777,12 +777,6 @@ static ConfigSetting debuggerSettings[] = {
ConfigSetting(false),
};
static ConfigSetting speedHackSettings[] = {
ReportedConfigSetting("DisableAlphaTest", &g_Config.bDisableAlphaTest, false, true, true),
ConfigSetting(false),
};
static ConfigSetting jitSettings[] = {
ReportedConfigSetting("DiscardRegsOnJRRA", &g_Config.bDiscardRegsOnJRRA, false, false),
@ -839,7 +833,6 @@ static ConfigSectionSettings sections[] = {
{"Network", networkSettings},
{"SystemParam", systemParamSettings},
{"Debugger", debuggerSettings},
{"SpeedHacks", speedHackSettings},
{"JIT", jitSettings},
{"Upgrade", upgradeSettings},
{"Theme", themeSettings},

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@ -395,10 +395,6 @@ public:
float fXInputAnalogSensitivity;
float fAnalogLimiterDeadzone;
// GLES backend-specific hacks. Not saved to the ini file, do not add checkboxes. Will be made into
// proper options when good enough.
bool bDisableAlphaTest; // Helps PowerVR performance immensely, breaks some graphics
// End GLES hacks.
// Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really.
int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc.

View File

@ -225,7 +225,7 @@ void ComputeFragmentShaderID(ShaderID *id_out) {
bool isModeThrough = gstate.isModeThrough();
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
bool enableFog = gstate.isFogEnabled() && !isModeThrough;
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !g_Config.bDisableAlphaTest;
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix));

View File

@ -405,14 +405,6 @@ void GameSettingsScreen::CreateViews() {
return UI::EVENT_CONTINUE;
});
CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gr->T("Disable Alpha Test (PowerVR speedup)")));
alphaHack->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("DisableAlphaTest Tip", "Faster by sometimes drawing ugly boxes around things"), e.v);
return UI::EVENT_CONTINUE;
});
alphaHack->OnClick.Handle(this, &GameSettingsScreen::OnShaderChange);
alphaHack->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *stencilTest = graphicsSettings->Add(new CheckBox(&g_Config.bDisableStencilTest, gr->T("Disable Stencil Test")));
stencilTest->SetDisabledPtr(&g_Config.bSoftwareRendering);