mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: Remove not yet used rt parameter in channel shuffle function.
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@ -156,7 +156,7 @@ void GSRendererDX::EmulateZbuffer()
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}
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}
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void GSRendererDX::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
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void GSRendererDX::EmulateChannelShuffle(const GSTextureCache::Source* tex)
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{
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// Channel shuffle effect not supported on DX. Let's keep the logic because it help to
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// reduce memory requirement (and why not a partial port)
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@ -395,7 +395,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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// HLE implementation of the channel selection effect
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//
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// Warning it must be done at the begining because it will change the vertex list
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EmulateChannelShuffle(&rt, tex);
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EmulateChannelShuffle(tex);
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// Upscaling hack to avoid various line/grid issues
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MergeSprite(tex);
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@ -37,7 +37,7 @@ protected:
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void ResetStates();
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void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
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void EmulateZbuffer();
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void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
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void EmulateChannelShuffle(const GSTextureCache::Source* tex);
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void EmulateTextureSampler(const GSTextureCache::Source* tex);
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virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
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virtual void EmulateTextureShuffleAndFbmask() = 0;
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