gsdx ogl: remove useless ps.rt

Note: I think we can do the same on DX11

Perf wise: on colin mcrae 3 it reduces shader prog setup from 3005 to 2086 each frames. It saves 2 ms of CPU processing (27->29fps)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5714 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-08-06 06:48:44 +00:00
parent a46b489a24
commit c9755361ec
2 changed files with 0 additions and 2 deletions

View File

@ -365,7 +365,6 @@ class GSDeviceOGL : public GSDevice
uint32 clr1:1; uint32 clr1:1;
uint32 fba:1; uint32 fba:1;
uint32 aout:1; uint32 aout:1;
uint32 rt:1;
uint32 ltf:1; uint32 ltf:1;
uint32 colclip:2; uint32 colclip:2;
uint32 date:2; uint32 date:2;

View File

@ -455,7 +455,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_sel.tfx = context->TEX0.TFX; ps_sel.tfx = context->TEX0.TFX;
ps_sel.tcc = context->TEX0.TCC; ps_sel.tcc = context->TEX0.TCC;
ps_sel.ltf = bilinear && !simple_sample; ps_sel.ltf = bilinear && !simple_sample;
ps_sel.rt = tex->m_target;
ps_sel.spritehack = tex->m_spritehack_t; ps_sel.spritehack = tex->m_spritehack_t;
ps_sel.point_sampler = !(bilinear && simple_sample); ps_sel.point_sampler = !(bilinear && simple_sample);