mirror of https://github.com/PCSX2/pcsx2.git
gsdx hw: forgot to comment an unused variable
Keep the code in case, we better solution is found to validate the depth/frame format
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@ -882,7 +882,7 @@ void GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds)
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if (!m_context->ZBUF.ZMSK && rt && ds) {
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if (!m_context->ZBUF.ZMSK && rt && ds) {
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const GSVertex* v = &m_vertex.buff[0];
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const GSVertex* v = &m_vertex.buff[0];
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const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
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//const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM];
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// Z and color must be constant and the same
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// Z and color must be constant and the same
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if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0])
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if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0])
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