Remove some unneeded sampler-related calls in BPStructs.

This commit is contained in:
Jordan Woyak 2013-02-20 02:01:54 -06:00
parent 55c2a01744
commit eae20b77a8
2 changed files with 1 additions and 10 deletions

View File

@ -248,6 +248,7 @@ u8 *GetPointer(const u32 &address)
return Memory::GetPointer(address);
}
// Never used. All backends call SetSamplerState in VertexManager::Flush
void SetTextureMode(const BPCmd &bp)
{
g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);

View File

@ -578,8 +578,6 @@ void BPWritten(const BPCmd& bp)
// ------------------------
case BPMEM_TX_SETMODE0: // (0x90 for linear)
case BPMEM_TX_SETMODE0_4:
// Shouldn't need to call this here, we call it for each active texture right before rendering
SetTextureMode(bp);
break;
case BPMEM_TX_SETMODE1:
@ -721,14 +719,6 @@ void BPReload()
SetBlendMode();
SetColorMask();
OnPixelFormatChange();
{
BPCmd bp = {BPMEM_TX_SETMODE0, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0])};
SetTextureMode(bp);
}
{
BPCmd bp = {BPMEM_TX_SETMODE0_4, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0_4])};
SetTextureMode(bp);
}
{
BPCmd bp = {BPMEM_FIELDMASK, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMASK])};
SetInterlacingMode(bp);