GSdx-d3d: Remove not yet used rt parameter in channel shuffle function.

This commit is contained in:
lightningterror 2018-11-11 23:59:11 +01:00
parent b26ed0db60
commit 48d90a988a
2 changed files with 3 additions and 3 deletions

View File

@ -156,7 +156,7 @@ void GSRendererDX::EmulateZbuffer()
}
}
void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
void GSRendererDX::EmulateChannelShuffle(const GSTextureCache::Source* tex)
{
// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
// reduce memory requirement (and why not a partial port)
@ -395,7 +395,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// HLE implementation of the channel selection effect
//
// Warning it must be done at the begining because it will change the vertex list
EmulateChannelShuffle(&rt, tex);
EmulateChannelShuffle(tex);
// Upscaling hack to avoid various line/grid issues
MergeSprite(tex);

View File

@ -37,7 +37,7 @@ protected:
void ResetStates();
void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
void EmulateZbuffer();
void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
void EmulateChannelShuffle(const GSTextureCache::Source* tex);
void EmulateTextureSampler(const GSTextureCache::Source* tex);
virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
virtual void EmulateTextureShuffleAndFbmask() = 0;