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authordegasus <wickmarkus@web.de>2016-12-26 21:33:57 +0100
committerdegasus <wickmarkus@web.de>2016-12-26 22:10:32 +0100
commitabf9bb170bf954220a50921a10f57eaa30e17779 (patch)
tree426fe0f2604b147b4869ff9b3e87706a24c3d3a9 /Source/Core/VideoBackends/D3D/TextureCache.cpp
parent04f319066dd13917dc652855eec3614bc79c56f7 (diff)
TextureCache: Drop unused parameter in backend API.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index 5dbf58ffbc..f9057fc13f 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -179,9 +179,9 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
}
}
-void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, bool is_depth_copy,
- const EFBRectangle& srcRect, bool scaleByHalf,
- unsigned int cbufid, const float* colmat)
+void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
+ bool scaleByHalf, unsigned int cbufid,
+ const float* colmat)
{
// When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear