mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: EmulateAtst -> Remove unused tex parameter
This commit is contained in:
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246dab3375
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a15d3d5811
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@ -993,7 +993,7 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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}
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}
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else
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else
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{
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{
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, false);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false);
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m_ps_sel.atst = ps_atst;
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m_ps_sel.atst = ps_atst;
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}
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}
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@ -1083,13 +1083,13 @@ void GSRendererDX11::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sou
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{
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{
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// Enable ATE as first pass to update the depth
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// Enable ATE as first pass to update the depth
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// of pixels that passed the alpha test
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// of pixels that passed the alpha test
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, false);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false);
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}
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}
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else
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else
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{
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{
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// second pass will process the pixels that failed
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// second pass will process the pixels that failed
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// the alpha test
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// the alpha test
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, true);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, true);
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}
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}
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m_ps_sel.atst = ps_atst;
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m_ps_sel.atst = ps_atst;
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@ -438,7 +438,7 @@ void GSRendererHW::Lines2Sprites()
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}
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}
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}
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}
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void GSRendererHW::EmulateAtst(const GSTextureCache::Source* tex, GSVector4& FogColor_AREF, uint8& ps_atst, const bool pass_2)
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void GSRendererHW::EmulateAtst(GSVector4& FogColor_AREF, uint8& ps_atst, const bool pass_2)
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{
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{
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static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
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static const uint32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL};
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@ -476,7 +476,6 @@ void GSRendererHW::EmulateAtst(const GSTextureCache::Source* tex, GSVector4& Fog
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FogColor_AREF.a = (float)m_context->TEST.AREF;
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FogColor_AREF.a = (float)m_context->TEST.AREF;
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ps_atst = 4;
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ps_atst = 4;
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break;
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break;
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case ATST_NEVER: // Draw won't be done so no need to implement it in shader
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case ATST_NEVER: // Draw won't be done so no need to implement it in shader
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case ATST_ALWAYS:
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case ATST_ALWAYS:
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default:
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default:
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@ -175,7 +175,7 @@ public:
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GSVector2i GetCustomResolution();
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GSVector2i GetCustomResolution();
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void SetScaling();
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void SetScaling();
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void Lines2Sprites();
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void Lines2Sprites();
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void EmulateAtst(const GSTextureCache::Source* tex, GSVector4& FogColor_AREF, uint8& atst, const bool pass_2);
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void EmulateAtst(GSVector4& FogColor_AREF, uint8& atst, const bool pass_2);
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void ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba);
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void ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba);
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GSVector4 RealignTargetTextureCoordinate(const GSTextureCache::Source* tex);
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GSVector4 RealignTargetTextureCoordinate(const GSTextureCache::Source* tex);
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GSVector4i ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize);
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GSVector4i ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize);
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@ -1219,7 +1219,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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m_om_dssel.zwe = false;
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m_om_dssel.zwe = false;
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m_om_csel.wa = false;
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m_om_csel.wa = false;
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} else {
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} else {
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, false);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false);
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m_ps_sel.atst = ps_atst;
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m_ps_sel.atst = ps_atst;
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}
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}
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@ -1336,13 +1336,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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{
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{
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// Enable ATE as first pass to update the depth
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// Enable ATE as first pass to update the depth
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// of pixels that passed the alpha test
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// of pixels that passed the alpha test
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, false);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, false);
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}
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}
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else
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else
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{
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{
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// second pass will process the pixels that failed
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// second pass will process the pixels that failed
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// the alpha test
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// the alpha test
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EmulateAtst(tex, ps_cb.FogColor_AREF, ps_atst, true);
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EmulateAtst(ps_cb.FogColor_AREF, ps_atst, true);
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}
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}
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m_ps_sel.atst = ps_atst;
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m_ps_sel.atst = ps_atst;
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