mirror of https://github.com/PCSX2/pcsx2.git
GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.
Get rid of duplicate code in switch cases.
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@ -52,10 +52,6 @@ void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
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break;
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break;
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case PSM_PSMZ32:
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case PSM_PSMZ32:
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fmt = GL_R32UI;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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break;
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case PSM_PSMZ24:
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case PSM_PSMZ24:
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fmt = GL_R32UI;
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fmt = GL_R32UI;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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@ -94,22 +90,15 @@ void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
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switch(TEX0.PSM)
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switch(TEX0.PSM)
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{
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{
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case PSM_PSMCT32:
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case PSM_PSMCT32:
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case PSM_PSMZ32:
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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break;
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break;
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case PSM_PSMCT24:
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case PSM_PSMCT24:
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case PSM_PSMZ24:
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m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
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m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
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break;
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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case PSM_PSMCT16S:
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m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ32:
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ24:
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m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ16:
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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case PSM_PSMZ16S:
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m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
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m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
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