Remove redundant flag from vertex shader IDs

This commit is contained in:
Henrik Rydgård
2026-06-10 10:46:05 +02:00
parent 5c340ccd09
commit cd0802b9c8
3 changed files with 1 additions and 4 deletions
-2
View File
@@ -18,7 +18,6 @@ std::string VertexShaderDesc(const VShaderID &id) {
std::stringstream desc;
desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR ";
if (id.Bit(VS_BIT_CLIP_ENABLE)) desc << "Clip ";
if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX ";
if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C ";
if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T ";
@@ -97,7 +96,6 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
id.SetBit(VS_BIT_LMODE, lmode);
id.SetBit(VS_BIT_IS_THROUGH, isModeThrough);
id.SetBit(VS_BIT_HAS_COLOR, vtypeHasColor);
id.SetBit(VS_BIT_CLIP_ENABLE, gstate.isDepthClipEnabled());
id.SetBit(VS_BIT_VERTEX_RANGE_CULLING, vertexRangeCulling);
if (!isModeThrough && gstate_c.Use(GPU_USE_SINGLE_PASS_STEREO)) {
+1 -1
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@@ -28,7 +28,7 @@ enum VShaderBit : uint8_t {
VS_BIT_IS_THROUGH = 1,
// bit 2 is free.
VS_BIT_HAS_COLOR = 3,
VS_BIT_CLIP_ENABLE = 4,
// bit 4 is free.
VS_BIT_VERTEX_RANGE_CULLING = 5,
VS_BIT_SIMPLE_STEREO = 6,
// bit 7 is free,
-1
View File
@@ -134,7 +134,6 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
const bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
const bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
const bool clipEnable = id.Bit(VS_BIT_CLIP_ENABLE) && !isModeThrough; // this is the PSP clip flag, which has some various consequences.
const bool clipNearPlane = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && useHWTransform;
const bool clipMinMax = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && !isModeThrough; // If clip planes are available, we want to use them for min/max. We skip the min/max culling in software transform (not yet implemented).