GSdx-TCOGL: Adjust depth format cases in Texture Cache GL.

Get rid of duplicate code in switch cases.
This commit is contained in:
lightningterror 2018-12-10 00:35:39 +01:00
parent d05163a26f
commit 0704b73c2f
1 changed files with 2 additions and 13 deletions

View File

@ -52,10 +52,6 @@ void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
break;
case PSM_PSMZ32:
fmt = GL_R32UI;
ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
break;
case PSM_PSMZ24:
fmt = GL_R32UI;
ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
@ -94,22 +90,15 @@ void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
switch(TEX0.PSM)
{
case PSM_PSMCT32:
case PSM_PSMZ32:
m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
break;
case PSM_PSMCT24:
case PSM_PSMZ24:
m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
break;
case PSM_PSMZ32:
m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
break;
case PSM_PSMZ24:
m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
break;
case PSM_PSMZ16:
case PSM_PSMZ16S:
m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);