{"action":"created","comment":{"url":"https://api.github.com/repos/dolphin-emu/dolphin/pulls/comments/68501552","id":68501552,"diff_hunk":"@@ -342,8 +497,8 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)\n       out.Write(\"[earlydepthstencil]\\n\");\n     }\n   }\n-  else if (bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc ||\n-                                         bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))\n+  else if (bpmem.UseEarlyDepthTest() &&","path":"Source/Core/VideoCommon/PixelShaderGen.cpp","position":300,"original_position":300,"commit_id":"2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2","original_commit_id":"2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2","user":{"login":"phire","id":138484,"avatar_url":"https://avatars.githubusercontent.com/u/138484?v=3","gravatar_id":"","url":"https://api.github.com/users/phire","html_url":"https://github.com/phire","followers_url":"https://api.github.com/users/phire/followers","following_url":"https://api.github.com/users/phire/following{/other_user}","gists_url":"https://api.github.com/users/phire/gists{/gist_id}","starred_url":"https://api.github.com/users/phire/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/phire/subscriptions","organizations_url":"https://api.github.com/users/phire/orgs","repos_url":"https://api.github.com/users/phire/repos","events_url":"https://api.github.com/users/phire/events{/privacy}","received_events_url":"https://api.github.com/users/phire/received_events","type":"User","site_admin":false},"body":"Shouldn't be reading bpmem here","created_at":"2016-06-26T11:22:43Z","updated_at":"2016-06-26T11:22:43Z","html_url":"https://github.com/dolphin-emu/dolphin/pull/3513#discussion_r68501552","pull_request_url":"https://api.github.com/repos/dolphin-emu/dolphin/pulls/3513","_links":{"self":{"href":"https://api.github.com/repos/dolphin-emu/dolphin/pulls/comments/68501552"},"html":{"href":"https://github.com/dolphin-emu/dolphin/pull/3513#discussion_r68501552"},"pull_request":{"href":"https://api.github.com/repos/dolphin-emu/dolphin/pulls/3513"}}},"pull_request":{"url":"https://api.github.com/repos/dolphin-emu/dolphin/pulls/3513","id":55995958,"html_url":"https://github.com/dolphin-emu/dolphin/pull/3513","diff_url":"https://github.com/dolphin-emu/dolphin/pull/3513.diff","patch_url":"https://github.com/dolphin-emu/dolphin/pull/3513.patch","issue_url":"https://api.github.com/repos/dolphin-emu/dolphin/issues/3513","number":3513,"state":"closed","locked":false,"title":"Get shadergen ready for Multithreadded generation of shaders.","user":{"login":"phire","id":138484,"avatar_url":"https://avatars.githubusercontent.com/u/138484?v=3","gravatar_id":"","url":"https://api.github.com/users/phire","html_url":"https://github.com/phire","followers_url":"https://api.github.com/users/phire/followers","following_url":"https://api.github.com/users/phire/following{/other_user}","gists_url":"https://api.github.com/users/phire/gists{/gist_id}","starred_url":"https://api.github.com/users/phire/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/phire/subscriptions","organizations_url":"https://api.github.com/users/phire/orgs","repos_url":"https://api.github.com/users/phire/repos","events_url":"https://api.github.com/users/phire/events{/privacy}","received_events_url":"https://api.github.com/users/phire/received_events","type":"User","site_admin":false},"body":"Currently shadergen reads the current state directly out of the xfmem/bpmem globals.\r\n\r\nThis PR moves shadergen towards the state where the UID can be generated from globals then the UID can be used to generate the shader source code at a much later time.\r\n\r\nAlong the way, quite a few bugs were fixed, but most of them were tiny edge cases which quite possibly never triggered.\r\n\r\n * Lighting Shadergen: If a light has both color and alpha light equations, Shadergen would apply the just color light equation to both color and alpha.\r\n * Pixel Shadergen: direct textures would overwrite indirect textures in the UID, potentially leading to collisions.\r\n * Vertex/Geometery Shadergens: Neither of these tracked Anti antialising state in their UIDs, meaning the vertex/geometery shaders wouldn't be re-generated when the user changed the AA mode, OpenGL always generated all 3 shaders, but this could cause issues for DirectX. 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