mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: always bind the RT as input texture
To avoid code duplication
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1fe3e04ce3
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@ -562,8 +562,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ps_sel.blend_c = om_bsel.c;
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ps_sel.blend_d = om_bsel.d;
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dev->PSSetShaderResource(3, rt);
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// Require the fix alpha vlaue
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if (ALPHA.C == 2) {
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ps_cb.AlphaCoeff.a = afix;
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@ -590,7 +588,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if (DATE_GL45) {
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gl_TextureBarrier();
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dev->PSSetShaderResource(3, rt);
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} else if (DATE) {
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GSVector4i dRect = ComputeBoundingBox(rtscale, rtsize);
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@ -602,7 +599,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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// Create an r32ui image that will containt primitive ID
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if (DATE_GL42) {
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dev->InitPrimDateTexture(rt);
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dev->PSSetShaderResource(3, rt);
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} else {
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GSVector4 src = GSVector4(dRect) / GSVector4(rtsize.x, rtsize.y).xyxy();
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GSVector4 dst = src * 2.0f - 1.0f;
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@ -846,6 +842,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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dev->PSSetShaderResource(1, NULL);
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#endif
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}
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// Always bind the RT. This way special effect can use it.
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dev->PSSetShaderResource(3, rt);
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// GS
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