diff --git a/GPU/Common/ShaderId.cpp b/GPU/Common/ShaderId.cpp index 7affca5b5f..a67f59846c 100644 --- a/GPU/Common/ShaderId.cpp +++ b/GPU/Common/ShaderId.cpp @@ -75,13 +75,6 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform, bool vtypeHasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0; bool vtypeHasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0; - bool doBezier = gstate_c.submitType == SubmitType::HW_BEZIER; - bool doSpline = gstate_c.submitType == SubmitType::HW_SPLINE; - - if (doBezier || doSpline) { - _assert_(vtypeHasNormal); - } - bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough && !gstate.isModeClear(); bool vertexRangeCulling = gstate_c.Use(GPU_USE_VS_RANGE_CULLING) && !isModeThrough && gstate_c.submitType == SubmitType::DRAW; // neither hw nor sw spline/bezier. See #11692 diff --git a/GPU/Common/ShaderUniforms.h b/GPU/Common/ShaderUniforms.h index 9d8ded4038..76413051aa 100644 --- a/GPU/Common/ShaderUniforms.h +++ b/GPU/Common/ShaderUniforms.h @@ -136,17 +136,8 @@ inline void UpdateUVScaleOff(const GPUgstate &state, float uvScaleOff[4]) { widthFactor = 1.0f; heightFactor = 1.0f; } - if (gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE) { - // When we are generating UV coordinates through the bezier/spline, we need to apply the scaling. - // However, this is missing a check that we're not getting our UV:s supplied for us in the vertices. - uvScaleOff[0] = gstate_c.uv.uScale * widthFactor; - uvScaleOff[1] = gstate_c.uv.vScale * heightFactor; - uvScaleOff[2] = gstate_c.uv.uOff * widthFactor; - uvScaleOff[3] = gstate_c.uv.vOff * heightFactor; - } else { - uvScaleOff[0] = widthFactor; - uvScaleOff[1] = heightFactor; - uvScaleOff[2] = 0.0f; - uvScaleOff[3] = 0.0f; - } + uvScaleOff[0] = widthFactor; + uvScaleOff[1] = heightFactor; + uvScaleOff[2] = 0.0f; + uvScaleOff[3] = 0.0f; } diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp index c5ce1084e1..c3f26c325e 100644 --- a/GPU/D3D11/DrawEngineD3D11.cpp +++ b/GPU/D3D11/DrawEngineD3D11.cpp @@ -286,8 +286,7 @@ void DrawEngineD3D11::Flush() { GEPrimitiveType prim = prevPrim_; // Always use software for flat shading to fix the provoking index. - bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE; - bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT); + bool useHWTransform = CanUseHardwareTransform(prim) && gstate.getShadeMode() != GE_SHADE_FLAT; if (clipInfoFlags_ & ClipInfoFlags::Valid) { if (clipInfoFlags_ & ClipInfoFlags::SoftClipCull) { useHWTransform = false; diff --git a/GPU/GPUState.h b/GPU/GPUState.h index 70023b638b..0b0336be19 100644 --- a/GPU/GPUState.h +++ b/GPU/GPUState.h @@ -514,8 +514,6 @@ enum class SubmitType { DRAW, BEZIER, SPLINE, - HW_BEZIER, - HW_SPLINE, }; extern GPUgstate gstate; diff --git a/GPU/Vulkan/DrawEngineVulkan.cpp b/GPU/Vulkan/DrawEngineVulkan.cpp index 1f53b4b91c..9d30606750 100644 --- a/GPU/Vulkan/DrawEngineVulkan.cpp +++ b/GPU/Vulkan/DrawEngineVulkan.cpp @@ -207,8 +207,6 @@ void DrawEngineVulkan::Flush() { PROFILE_THIS_SCOPE("Flush"); - bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE; - bool textureNeedsApply = false; if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) { textureCache_->SetTexture(); @@ -224,7 +222,7 @@ void DrawEngineVulkan::Flush() { // Always use software for flat shading to fix the provoking index // if the provoking vertex extension is not available. - bool provokingVertexOk = (tess || gstate.getShadeMode() != GE_SHADE_FLAT); + bool provokingVertexOk = gstate.getShadeMode() != GE_SHADE_FLAT; if (renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) { provokingVertexOk = true; }