VideoConfig: Drop force vertex/pixel ubershader settings

This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
This commit is contained in:
Stenzek 2017-07-31 23:21:38 +10:00
parent ed331918f0
commit d62dcd397d
10 changed files with 8 additions and 47 deletions

View file

@ -271,19 +271,8 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
// Synchronous shader compiling.
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode;
if (!g_ActiveConfig.bForceVertexUberShaders)
vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
else
vcode = UberShader::GenVertexShader(APIType::OpenGL, host_config,
UberShader::GetVertexShaderUid().GetUidData());
ShaderCode pcode;
if (!g_ActiveConfig.bForcePixelUberShaders)
pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
else
pcode = UberShader::GenPixelShader(APIType::OpenGL, host_config,
UberShader::GetPixelShaderUid().GetUidData());
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())