mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: help compiler to devirtualize
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e3787b6b3c
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cb279ef321
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@ -664,7 +664,7 @@ void GSDeviceOGL::InitPrimDateTexture(GSTexture* rt)
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// Clean with the max signed value
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// Clean with the max signed value
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ClearRenderTarget_i(m_date.t, 0x7FFFFFFF);
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ClearRenderTarget_i(m_date.t, 0x7FFFFFFF);
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glBindImageTexture(2, m_date.t->GetID(), 0, false, 0, GL_READ_WRITE, GL_R32I);
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glBindImageTexture(2, static_cast<GSTextureOGL*>(m_date.t)->GetID(), 0, false, 0, GL_READ_WRITE, GL_R32I);
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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// Help to see the texture in apitrace
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// Help to see the texture in apitrace
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PSSetShaderResource(2, m_date.t);
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PSSetShaderResource(2, m_date.t);
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@ -950,8 +950,8 @@ void GSDeviceOGL::CopyRectConv(GSTexture* sTex, GSTexture* dTex, const GSVector4
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if (!(sTex && dTex))
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if (!(sTex && dTex))
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return;
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return;
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const GLuint& sid = sTex->GetID();
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const GLuint& sid = static_cast<GSTextureOGL*>(sTex)->GetID();
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const GLuint& did = dTex->GetID();
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const GLuint& did = static_cast<GSTextureOGL*>(dTex)->GetID();
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GL_PUSH(format("CopyRectConv from %d to %d", sid, did).c_str());
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GL_PUSH(format("CopyRectConv from %d to %d", sid, did).c_str());
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@ -975,8 +975,8 @@ void GSDeviceOGL::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r
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if (!(sTex && dTex))
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if (!(sTex && dTex))
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return;
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return;
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const GLuint& sid = sTex->GetID();
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const GLuint& sid = static_cast<GSTextureOGL*>(sTex)->GetID();
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const GLuint& did = dTex->GetID();
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const GLuint& did = static_cast<GSTextureOGL*>(dTex)->GetID();
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GL_PUSH("CopyRect from %d to %d", sid, did);
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GL_PUSH("CopyRect from %d to %d", sid, did);
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@ -1328,7 +1328,7 @@ void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
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ASSERT(i < (int)countof(GLState::tex_unit));
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ASSERT(i < (int)countof(GLState::tex_unit));
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// Note: Nvidia debgger doesn't support the id 0 (ie the NULL texture)
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// Note: Nvidia debgger doesn't support the id 0 (ie the NULL texture)
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if (sr) {
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if (sr) {
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GLuint id = sr->GetID();
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GLuint id = static_cast<GSTextureOGL*>(sr)->GetID();
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if (GLState::tex_unit[i] != id) {
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if (GLState::tex_unit[i] != id) {
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GLState::tex_unit[i] = id;
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GLState::tex_unit[i] = id;
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glBindTextureUnit(i, id);
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glBindTextureUnit(i, id);
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