Remove 'Accurate Geometry Shader' setting, default behavior is as it was turned on.
This commit is contained in:
		| @@ -115,8 +115,6 @@ void Config::ReadValues() { | ||||
| #else | ||||
|     Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true); | ||||
| #endif | ||||
|     Settings::values.shaders_accurate_gs = | ||||
|         sdl2_config->GetBoolean("Renderer", "shaders_accurate_gs", true); | ||||
|     Settings::values.shaders_accurate_mul = | ||||
|         sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false); | ||||
|     Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true); | ||||
|   | ||||
| @@ -108,10 +108,6 @@ use_hw_shader = | ||||
| # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct) | ||||
| shaders_accurate_mul = | ||||
|  | ||||
| # Whether to fallback to software for geometry shaders | ||||
| # 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct) | ||||
| shaders_accurate_gs = | ||||
|  | ||||
| # Whether to use the Just-In-Time (JIT) compiler for shader emulation | ||||
| # 0: Interpreter (slow), 1 (default): JIT (fast) | ||||
| use_shader_jit = | ||||
|   | ||||
| @@ -160,7 +160,6 @@ void Config::ReadValues() { | ||||
| #else | ||||
|     Settings::values.use_hw_shader = ReadSetting("use_hw_shader", true).toBool(); | ||||
| #endif | ||||
|     Settings::values.shaders_accurate_gs = ReadSetting("shaders_accurate_gs", true).toBool(); | ||||
|     Settings::values.shaders_accurate_mul = ReadSetting("shaders_accurate_mul", false).toBool(); | ||||
|     Settings::values.use_shader_jit = ReadSetting("use_shader_jit", true).toBool(); | ||||
|     Settings::values.resolution_factor = | ||||
| @@ -459,7 +458,6 @@ void Config::SaveValues() { | ||||
|     qt_config->beginGroup("Renderer"); | ||||
|     WriteSetting("use_hw_renderer", Settings::values.use_hw_renderer, true); | ||||
|     WriteSetting("use_hw_shader", Settings::values.use_hw_shader, true); | ||||
|     WriteSetting("shaders_accurate_gs", Settings::values.shaders_accurate_gs, true); | ||||
|     WriteSetting("shaders_accurate_mul", Settings::values.shaders_accurate_mul, false); | ||||
|     WriteSetting("use_shader_jit", Settings::values.use_shader_jit, true); | ||||
|     WriteSetting("resolution_factor", Settings::values.resolution_factor, 1); | ||||
|   | ||||
| @@ -62,7 +62,6 @@ ConfigureGraphics::~ConfigureGraphics() = default; | ||||
| void ConfigureGraphics::SetConfiguration() { | ||||
|     ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer); | ||||
|     ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader); | ||||
|     ui->toggle_accurate_gs->setChecked(Settings::values.shaders_accurate_gs); | ||||
|     ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul); | ||||
|     ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit); | ||||
|     ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor); | ||||
| @@ -83,7 +82,6 @@ void ConfigureGraphics::SetConfiguration() { | ||||
| void ConfigureGraphics::ApplyConfiguration() { | ||||
|     Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked(); | ||||
|     Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked(); | ||||
|     Settings::values.shaders_accurate_gs = ui->toggle_accurate_gs->isChecked(); | ||||
|     Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked(); | ||||
|     Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked(); | ||||
|     Settings::values.resolution_factor = | ||||
|   | ||||
| @@ -150,16 +150,6 @@ | ||||
|               </property> | ||||
|              </widget> | ||||
|             </item> | ||||
|             <item> | ||||
|              <widget class="QCheckBox" name="toggle_accurate_gs"> | ||||
|               <property name="toolTip"> | ||||
|                <string><html><head/><body><p>Force to fall back to software shader emulation when geometry shaders are used. </p><p>Some games require this to be enabled for the hardware shader to render properly.</p><p>However this might reduce performance in some games</p></body></html></string> | ||||
|               </property> | ||||
|               <property name="text"> | ||||
|                <string>Accurate Geometry Shader</string> | ||||
|               </property> | ||||
|              </widget> | ||||
|             </item> | ||||
|            </layout> | ||||
|           </widget> | ||||
|          </item> | ||||
|   | ||||
| @@ -27,7 +27,6 @@ void Apply() { | ||||
|     VideoCore::g_hw_renderer_enabled = values.use_hw_renderer; | ||||
|     VideoCore::g_shader_jit_enabled = values.use_shader_jit; | ||||
|     VideoCore::g_hw_shader_enabled = values.use_hw_shader; | ||||
|     VideoCore::g_hw_shader_accurate_gs = values.shaders_accurate_gs; | ||||
|     VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul; | ||||
|  | ||||
|     if (VideoCore::g_renderer) { | ||||
| @@ -76,7 +75,6 @@ void LogSettings() { | ||||
|     LogSetting("Renderer_UseGLES", Settings::values.use_gles); | ||||
|     LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer); | ||||
|     LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader); | ||||
|     LogSetting("Renderer_ShadersAccurateGs", Settings::values.shaders_accurate_gs); | ||||
|     LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul); | ||||
|     LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit); | ||||
|     LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor); | ||||
|   | ||||
| @@ -141,7 +141,6 @@ struct Values { | ||||
|     bool use_gles; | ||||
|     bool use_hw_renderer; | ||||
|     bool use_hw_shader; | ||||
|     bool shaders_accurate_gs; | ||||
|     bool shaders_accurate_mul; | ||||
|     bool use_shader_jit; | ||||
|     u16 resolution_factor; | ||||
|   | ||||
| @@ -188,8 +188,6 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) { | ||||
|              Settings::values.use_hw_renderer); | ||||
|     AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwShader", | ||||
|              Settings::values.use_hw_shader); | ||||
|     AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateGs", | ||||
|              Settings::values.shaders_accurate_gs); | ||||
|     AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateMul", | ||||
|              Settings::values.shaders_accurate_mul); | ||||
|     AddField(Telemetry::FieldType::UserConfig, "Renderer_UseShaderJit", | ||||
|   | ||||
| @@ -293,10 +293,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | ||||
|             // this, so this is left unimplemented for now. Revisit this when an issue is found in | ||||
|             // games. | ||||
|         } else { | ||||
|             if (VideoCore::g_hw_shader_accurate_gs) { | ||||
|             accelerate_draw = false; | ||||
|         } | ||||
|         } | ||||
|  | ||||
|         bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed)); | ||||
|  | ||||
|   | ||||
| @@ -21,7 +21,6 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin | ||||
| std::atomic<bool> g_hw_renderer_enabled; | ||||
| std::atomic<bool> g_shader_jit_enabled; | ||||
| std::atomic<bool> g_hw_shader_enabled; | ||||
| std::atomic<bool> g_hw_shader_accurate_gs; | ||||
| std::atomic<bool> g_hw_shader_accurate_mul; | ||||
| std::atomic<bool> g_renderer_bg_color_update_requested; | ||||
| std::atomic<bool> g_renderer_sampler_update_requested; | ||||
|   | ||||
| @@ -31,7 +31,6 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin | ||||
| extern std::atomic<bool> g_hw_renderer_enabled; | ||||
| extern std::atomic<bool> g_shader_jit_enabled; | ||||
| extern std::atomic<bool> g_hw_shader_enabled; | ||||
| extern std::atomic<bool> g_hw_shader_accurate_gs; | ||||
| extern std::atomic<bool> g_hw_shader_accurate_mul; | ||||
| extern std::atomic<bool> g_renderer_bg_color_update_requested; | ||||
| extern std::atomic<bool> g_renderer_sampler_update_requested; | ||||
|   | ||||
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