mirror of https://github.com/PCSX2/pcsx2.git
gsdx TC: remove dead code
src->m_texture is always NULL, set in Source constructor Potentially it was a leftover of msaa or the commented code to handle mutable FBW
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@ -1319,8 +1319,11 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSVector4 sRect(0, 0, w, h);
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GSTexture* sTex = src->m_texture ? src->m_texture : dst->m_texture;
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// Don't be fooled by the name. 'dst' is the old target (hence the input)
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// 'src' is the new texture cache entry (hence the output)
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GSTexture* sTex = dst->m_texture;
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GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h);
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src->m_texture = dTex;
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// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
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// However it is different here. We want to reuse a Render Target as a texture.
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@ -1354,11 +1357,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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// copy. Likely a speed boost and memory usage reduction.
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bool linear = (TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24);
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if(!src->m_texture)
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{
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src->m_texture = dTex;
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}
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if ((sRect == dRect).alltrue() && !shader)
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{
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if (half_right) {
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@ -1384,13 +1382,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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m_renderer->m_dev->StretchRect(sTex, sRect, dTex, dRect, shader, linear);
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}
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if(dTex != src->m_texture)
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{
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m_renderer->m_dev->Recycle(src->m_texture);
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src->m_texture = dTex;
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}
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if( src->m_texture )
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src->m_texture->SetScale(scale);
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else
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