mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: add a note for a future small optimization
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@ -1182,6 +1182,7 @@ void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex,
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if(sTex[0])
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{
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// TODO: potentially we could cache the value to avoid to upload every frame
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m_merge_obj.cb->upload(&c.v);
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StretchRect(sTex[0], sRect[0], dTex, dRect[0], m_merge_obj.ps[mmod ? 1 : 0], m_MERGE_BLEND);
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@ -1201,6 +1202,7 @@ void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
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GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset);
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// TODO: potentially we could cache the value to avoid to upload every frame
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InterlaceConstantBuffer cb;
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cb.ZrH = GSVector2(0, 1.0f / s.y);
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@ -1283,6 +1285,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
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ExternalFXConstantBuffer cb;
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// TODO: potentially we could cache the value to avoid to upload every frame
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cb.xyFrame = GSVector2((float)s.x, (float)s.y);
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cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
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cb.rcpFrameOpt = GSVector4::zero();
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