Remove some unneeded sampler-related calls in BPStructs.
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55c2a01744
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@ -248,6 +248,7 @@ u8 *GetPointer(const u32 &address)
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return Memory::GetPointer(address);
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}
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// Never used. All backends call SetSamplerState in VertexManager::Flush
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void SetTextureMode(const BPCmd &bp)
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{
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g_renderer->SetSamplerState(bp.address & 3, (bp.address & 0xE0) == 0xA0);
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@ -578,8 +578,6 @@ void BPWritten(const BPCmd& bp)
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// ------------------------
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case BPMEM_TX_SETMODE0: // (0x90 for linear)
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case BPMEM_TX_SETMODE0_4:
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// Shouldn't need to call this here, we call it for each active texture right before rendering
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SetTextureMode(bp);
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break;
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case BPMEM_TX_SETMODE1:
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@ -721,14 +719,6 @@ void BPReload()
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SetBlendMode();
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SetColorMask();
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OnPixelFormatChange();
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{
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BPCmd bp = {BPMEM_TX_SETMODE0, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_TX_SETMODE0_4, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_TX_SETMODE0_4])};
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SetTextureMode(bp);
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}
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{
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BPCmd bp = {BPMEM_FIELDMASK, 0xFFFFFF, static_cast<int>(((u32*)&bpmem)[BPMEM_FIELDMASK])};
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SetInterlacingMode(bp);
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