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gsdx-hw: Some minor comment and code adjustments.

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lightningterror committed Apr 4, 2019
1 parent 5f099b1 commit 9c222f8efe4489bfe235e83797e09976dacf28aa
@@ -218,6 +218,9 @@ void GSRendererDX11::EmulateZbuffer()

void GSRendererDX11::EmulateTextureShuffleAndFbmask()
{
// Uncomment to disable texture shuffle emulation.
// m_texture_shuffle = false;

if (m_texture_shuffle)
{
m_ps_sel.shuffle = 1;
@@ -413,7 +416,6 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
// Effect is really a channel shuffle effect so let's cheat a little
if (m_channel_shuffle)
{
// FIXME: Slot 4 - unbind texture when it isn't used.
dev->PSSetShaderResource(4, tex->m_from_target);
// Replace current draw with a fullscreen sprite
//
@@ -76,8 +76,9 @@ GSDeviceOGL::GSDeviceOGL()
GLState::Clear();

m_mipmap = theApp.GetConfigI("mipmap");
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
if (!theApp.GetConfigB("UserHacks"))
if (theApp.GetConfigB("UserHacks"))
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
else
m_filter = TriFiltering::None;

// Reset the debug file
@@ -211,6 +211,9 @@ void GSRendererOGL::EmulateZbuffer()

void GSRendererOGL::EmulateTextureShuffleAndFbmask()
{
// Uncomment to disable texture shuffle emulation.
// m_texture_shuffle = false;

if (m_texture_shuffle) {
m_ps_sel.shuffle = 1;
m_ps_sel.dfmt = 0;

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