GSdx: Remove fbmask handle in GSRendererDX.

It's already handled in texture shuffle code.
This commit is contained in:
lightningterror 2018-03-25 16:48:48 +02:00 committed by Gregory Hainaut
parent 0e83b89dbd
commit 9769f19ebe
2 changed files with 0 additions and 4 deletions

View File

@ -427,8 +427,6 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
} }
} }
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
// vs // vs
GSDeviceDX::VSSelector vs_sel; GSDeviceDX::VSSelector vs_sel;

View File

@ -63,8 +63,6 @@ void GSRendererDX9::EmulateTextureShuffleAndFbmask()
// It's still broken but more bearable. Broken effect is on the screen but fully instead of vertical lines. // It's still broken but more bearable. Broken effect is on the screen but fully instead of vertical lines.
throw GSDXRecoverableError(); throw GSDXRecoverableError();
} else { } else {
//m_ps_sel.fmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask(); om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
} }
} }