GPU: Split software to frontend/backend
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@ -1004,10 +1004,10 @@ void GPU_HW::DispatchRenderCommand()
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{
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m_draw_mode.ClearTextureWindowChangedFlag();
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m_batch_ubo_data.u_texture_window_and[0] = ZeroExtend32(m_draw_mode.texture_window_and_x);
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m_batch_ubo_data.u_texture_window_and[1] = ZeroExtend32(m_draw_mode.texture_window_and_y);
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m_batch_ubo_data.u_texture_window_or[0] = ZeroExtend32(m_draw_mode.texture_window_or_x);
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m_batch_ubo_data.u_texture_window_or[1] = ZeroExtend32(m_draw_mode.texture_window_or_y);
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m_batch_ubo_data.u_texture_window_and[0] = ZeroExtend32(m_draw_mode.texture_window.and_x);
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m_batch_ubo_data.u_texture_window_and[1] = ZeroExtend32(m_draw_mode.texture_window.and_y);
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m_batch_ubo_data.u_texture_window_or[0] = ZeroExtend32(m_draw_mode.texture_window.or_x);
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m_batch_ubo_data.u_texture_window_or[1] = ZeroExtend32(m_draw_mode.texture_window.or_y);
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m_batch_ubo_dirty = true;
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}
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