mirror of https://github.com/PCSX2/pcsx2.git
gsdx: remove various assertion
Useless or wrong assertion
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@ -115,16 +115,8 @@ bool GSClut::WriteTest(const GIFRegTEX0& TEX0, const GIFRegTEXCLUT& TEXCLUT)
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case 3: m_CBP[1] = TEX0.CBP; break;
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case 4: if(m_CBP[0] == TEX0.CBP) return false; m_CBP[0] = TEX0.CBP; break;
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case 5: if(m_CBP[1] == TEX0.CBP) return false; m_CBP[1] = TEX0.CBP; break;
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case 6:
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(0);
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#endif
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return false; // ffx2 menu
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case 7:
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(0);
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#endif
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return false; // ford mustang racing // Bouken Jidai Katsugeki Goemon
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case 6: return false; // ffx2 menu
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case 7: return false; // ford mustang racing // Bouken Jidai Katsugeki Goemon
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default: __assume(0);
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}
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@ -567,9 +567,6 @@ void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::
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} else {
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GL_INS("channel not supported");
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m_channel_shuffle = false;
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(0);
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#endif
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}
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}
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@ -806,9 +803,7 @@ void GSRendererOGL::EmulateTextureSampler(const GSTextureCache::Source* tex)
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// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
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// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
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#ifndef DISABLE_WIP_ASSERTION
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ASSERT(!(psm.depth && m_vt.IsLinear()));
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#endif
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// Performance note:
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// 1/ Don't set 0 as it is the default value
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@ -500,8 +500,7 @@ float GSState::GetTvRefreshRate()
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vertical_frequency = 60; break;
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default:
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if (videomode == GSVideoMode::Unknown)
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ASSERT(0);
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ASSERT(videomode != GSVideoMode::Unknown);
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}
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return vertical_frequency;
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@ -1578,7 +1577,6 @@ void GSState::FlushPrim()
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break;
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default:
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fprintf(stderr, "%d:INVALID PSM 0x%x !!!\n", s_n, m_context->TEX0.PSM);
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ASSERT(0);
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break;
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}
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#endif
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@ -54,7 +54,3 @@
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#ifdef _WIN32
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//#define ENABLE_OPENCL
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#endif
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// Disable harmless assertion on stuff not yet finish. Or that requires investigation.
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// Goal of the define is to allow to run a debug build without too much pain.
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//#define DISABLE_WIP_ASSERTION
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