diff --git a/GPU/Common/ShaderUniforms.cpp b/GPU/Common/ShaderUniforms.cpp index f196563428..5da2b65fad 100644 --- a/GPU/Common/ShaderUniforms.cpp +++ b/GPU/Common/ShaderUniforms.cpp @@ -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; } } diff --git a/GPU/Directx9/GPU_DX9.cpp b/GPU/Directx9/GPU_DX9.cpp index 7442d019f0..6d5bb85d2c 100644 --- a/GPU/Directx9/GPU_DX9.cpp +++ b/GPU/Directx9/GPU_DX9.cpp @@ -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); }