gsdx-hw: Some minor comment and code adjustments.

This commit is contained in:
lightningterror 2019-04-04 02:13:57 +02:00
parent 5f099b1bea
commit 9c222f8efe
3 changed files with 9 additions and 3 deletions

View File

@ -218,6 +218,9 @@ void GSRendererDX11::EmulateZbuffer()
void GSRendererDX11::EmulateTextureShuffleAndFbmask()
{
// Uncomment to disable texture shuffle emulation.
// m_texture_shuffle = false;
if (m_texture_shuffle)
{
m_ps_sel.shuffle = 1;
@ -413,7 +416,6 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
// Effect is really a channel shuffle effect so let's cheat a little
if (m_channel_shuffle)
{
// FIXME: Slot 4 - unbind texture when it isn't used.
dev->PSSetShaderResource(4, tex->m_from_target);
// Replace current draw with a fullscreen sprite
//

View File

@ -76,8 +76,9 @@ GSDeviceOGL::GSDeviceOGL()
GLState::Clear();
m_mipmap = theApp.GetConfigI("mipmap");
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
if (!theApp.GetConfigB("UserHacks"))
if (theApp.GetConfigB("UserHacks"))
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
else
m_filter = TriFiltering::None;
// Reset the debug file

View File

@ -211,6 +211,9 @@ void GSRendererOGL::EmulateZbuffer()
void GSRendererOGL::EmulateTextureShuffleAndFbmask()
{
// Uncomment to disable texture shuffle emulation.
// m_texture_shuffle = false;
if (m_texture_shuffle) {
m_ps_sel.shuffle = 1;
m_ps_sel.dfmt = 0;