gsdx hw: forgot to comment an unused variable

Keep the code in case, we better solution is found to validate the depth/frame format
This commit is contained in:
Gregory Hainaut 2016-10-02 10:18:15 +02:00
parent fd1cc2fdcb
commit b6638d4eec
1 changed files with 1 additions and 1 deletions

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@ -882,7 +882,7 @@ void GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds)
if (!m_context->ZBUF.ZMSK && rt && ds) { if (!m_context->ZBUF.ZMSK && rt && ds) {
const GSVertex* v = &m_vertex.buff[0]; const GSVertex* v = &m_vertex.buff[0];
const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM]; const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM]; //const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
// Z and color must be constant and the same // Z and color must be constant and the same
if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0]) if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0])