mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Some minor comment and code adjustments.
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@ -218,6 +218,9 @@ void GSRendererDX11::EmulateZbuffer()
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void GSRendererDX11::EmulateTextureShuffleAndFbmask()
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{
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// Uncomment to disable texture shuffle emulation.
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// m_texture_shuffle = false;
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if (m_texture_shuffle)
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{
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m_ps_sel.shuffle = 1;
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@ -413,7 +416,6 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
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// Effect is really a channel shuffle effect so let's cheat a little
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if (m_channel_shuffle)
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{
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// FIXME: Slot 4 - unbind texture when it isn't used.
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dev->PSSetShaderResource(4, tex->m_from_target);
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// Replace current draw with a fullscreen sprite
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//
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@ -76,8 +76,9 @@ GSDeviceOGL::GSDeviceOGL()
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GLState::Clear();
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m_mipmap = theApp.GetConfigI("mipmap");
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m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
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if (!theApp.GetConfigB("UserHacks"))
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if (theApp.GetConfigB("UserHacks"))
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m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
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else
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m_filter = TriFiltering::None;
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// Reset the debug file
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@ -211,6 +211,9 @@ void GSRendererOGL::EmulateZbuffer()
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void GSRendererOGL::EmulateTextureShuffleAndFbmask()
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{
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// Uncomment to disable texture shuffle emulation.
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// m_texture_shuffle = false;
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if (m_texture_shuffle) {
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m_ps_sel.shuffle = 1;
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m_ps_sel.dfmt = 0;
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