mirror of https://github.com/PCSX2/pcsx2.git
GSdx-hw: SwSpriteRender, improve no rast. check
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@ -708,7 +708,6 @@ void GSRendererHW::SwSpriteRender()
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ASSERT(!PRIM->IIP); // Flat shading method
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ASSERT(!PRIM->IIP); // Flat shading method
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ASSERT(!PRIM->FGE); // No FOG
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ASSERT(!PRIM->FGE); // No FOG
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ASSERT(!PRIM->AA1); // No antialiasing
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ASSERT(!PRIM->AA1); // No antialiasing
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ASSERT(!PRIM->FST); // STQ texture coordinates
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ASSERT(!PRIM->FIX); // Normal fragment value control
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ASSERT(!PRIM->FIX); // Normal fragment value control
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ASSERT(!m_env.DTHE.DTHE); // No dithering
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ASSERT(!m_env.DTHE.DTHE); // No dithering
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@ -728,7 +727,7 @@ void GSRendererHW::SwSpriteRender()
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// No rasterization required
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// No rasterization required
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ASSERT(m_vt.m_eq.rgba == 0xffff);
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ASSERT(m_vt.m_eq.rgba == 0xffff);
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ASSERT(m_vt.m_eq.z == 0x1);
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ASSERT(m_vt.m_eq.z == 0x1);
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ASSERT(m_vt.m_eq.q == 0x1);
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ASSERT(!PRIM->TME || PRIM->FST || m_vt.m_eq.q == 0x1); // Check Q equality only if texturing enabled and STQ coords used
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bool texture_mapping_enabled = PRIM->TME;
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bool texture_mapping_enabled = PRIM->TME;
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