D3D: Drop gamma parameter from util draw helper

No longer needed as we perform gamma correction during the XFB copy.
This commit is contained in:
Stenzek
2018-05-02 21:58:56 +10:00
parent e89ac769fb
commit 7a745e5b0d
6 changed files with 20 additions and 32 deletions

View File

@ -870,13 +870,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
@ -895,13 +895,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
@ -926,7 +926,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), geomShader, 1.0f);
VertexShaderCache::GetSimpleInputLayout(), geomShader);
}
}