mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: drop useless parameter of OMSetDepthStencilState
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@ -964,9 +964,9 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture
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// ************************************
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if (draw_in_depth)
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OMSetDepthStencilState(m_convert.dss_write, 0);
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OMSetDepthStencilState(m_convert.dss_write);
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else
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OMSetDepthStencilState(m_convert.dss, 0);
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OMSetDepthStencilState(m_convert.dss);
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if (draw_in_depth)
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OMSetRenderTargets(NULL, dTex);
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@ -1210,7 +1210,7 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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// om
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OMSetDepthStencilState(m_date.dss, 1);
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OMSetDepthStencilState(m_date.dss);
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if (GLState::blend) {
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glDisable(GL_BLEND);
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}
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@ -1335,7 +1335,7 @@ void GSDeviceOGL::OMSetWriteBuffer(GLenum buffer)
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gl_DrawBuffers(1, target);
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}
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void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref)
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void GSDeviceOGL::OMSetDepthStencilState(GSDepthStencilOGL* dss)
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{
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dss->SetupDepth();
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dss->SetupStencil();
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@ -561,7 +561,7 @@ class GSDeviceOGL : public GSDevice
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetSamplerState(GLuint ss);
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void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref);
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void OMSetDepthStencilState(GSDepthStencilOGL* dss);
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void OMSetBlendState(int blend_index = 0, float blend_factor = 0.0f, bool is_blend_constant = false);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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void OMSetWriteBuffer(GLenum buffer = GL_COLOR_ATTACHMENT0);
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@ -158,7 +158,5 @@ GLuint GSDeviceOGL::GetPaletteSamplerID()
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
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{
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GSDepthStencilOGL* dss = m_om_dss[dssel];
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OMSetDepthStencilState(dss, 1);
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OMSetDepthStencilState(m_om_dss[dssel]);
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}
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