mirror of https://github.com/PCSX2/pcsx2.git
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
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@ -365,7 +365,6 @@ class GSDeviceOGL : public GSDevice
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uint32 clr1:1;
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uint32 clr1:1;
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uint32 fba:1;
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uint32 fba:1;
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uint32 aout:1;
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uint32 aout:1;
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uint32 rt:1;
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uint32 ltf:1;
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uint32 ltf:1;
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uint32 colclip:2;
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uint32 colclip:2;
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uint32 date:2;
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uint32 date:2;
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@ -455,7 +455,6 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ltf = bilinear && !simple_sample;
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ps_sel.ltf = bilinear && !simple_sample;
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ps_sel.rt = tex->m_target;
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ps_sel.spritehack = tex->m_spritehack_t;
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ps_sel.spritehack = tex->m_spritehack_t;
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ps_sel.point_sampler = !(bilinear && simple_sample);
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ps_sel.point_sampler = !(bilinear && simple_sample);
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