Remove some unused/unnecessary code
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92df6b832c
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0f12d44e59
11 changed files with 0 additions and 36 deletions
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@ -599,7 +599,6 @@ void PSP_RunLoopUntil(u64 globalticks) {
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}
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}
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mipsr4k.RunLoopUntil(globalticks);
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mipsr4k.RunLoopUntil(globalticks);
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gpu->CleanupBeforeUI();
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}
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}
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void PSP_RunLoopFor(int cycles) {
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void PSP_RunLoopFor(int cycles) {
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@ -223,11 +223,6 @@ void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
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);
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);
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}
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}
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void GPU_D3D11::ClearShaderCache() {
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shaderManagerD3D11_->ClearShaders();
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drawEngine_.ClearInputLayoutMap();
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}
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void GPU_D3D11::DoState(PointerWrap &p) {
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void GPU_D3D11::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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GPUCommon::DoState(p);
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@ -46,8 +46,6 @@ public:
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void DoState(PointerWrap &p) override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -220,10 +220,6 @@ void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
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);
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);
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}
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}
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void GPU_DX9::ClearShaderCache() {
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shaderManagerDX9_->ClearCache(true);
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}
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void GPU_DX9::DoState(PointerWrap &p) {
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void GPU_DX9::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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GPUCommon::DoState(p);
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@ -46,8 +46,6 @@ public:
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void DoState(PointerWrap &p) override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -362,15 +362,6 @@ void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
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);
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);
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}
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}
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void GPU_GLES::ClearShaderCache() {
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shaderManagerGL_->ClearCache(true);
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}
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void GPU_GLES::CleanupBeforeUI() {
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// Clear any enabled vertex arrays.
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shaderManagerGL_->DirtyLastShader();
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}
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void GPU_GLES::DoState(PointerWrap &p) {
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void GPU_GLES::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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GPUCommon::DoState(p);
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@ -54,9 +54,6 @@ public:
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void DoState(PointerWrap &p) override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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void CleanupBeforeUI() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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@ -243,8 +243,6 @@ public:
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return dlQueue;
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return dlQueue;
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}
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}
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std::vector<FramebufferInfo> GetFramebufferList() const override;
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std::vector<FramebufferInfo> GetFramebufferList() const override;
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void ClearShaderCache() override {}
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void CleanupBeforeUI() override {}
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s64 GetListTicks(int listid) const override {
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s64 GetListTicks(int listid) const override {
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if (listid >= 0 && listid < DisplayListMaxCount) {
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if (listid >= 0 && listid < DisplayListMaxCount) {
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@ -261,8 +261,6 @@ public:
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virtual void NotifyRenderResized() = 0;
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virtual void NotifyRenderResized() = 0;
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virtual void NotifyConfigChanged() = 0;
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virtual void NotifyConfigChanged() = 0;
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virtual void ClearShaderCache() = 0;
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virtual void CleanupBeforeUI() = 0;
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virtual bool FramebufferDirty() = 0;
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virtual bool FramebufferDirty() = 0;
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virtual bool FramebufferReallyDirty() = 0;
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virtual bool FramebufferReallyDirty() = 0;
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virtual bool BusyDrawing() = 0;
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virtual bool BusyDrawing() = 0;
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@ -528,10 +528,6 @@ void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
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);
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);
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}
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}
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void GPU_Vulkan::ClearShaderCache() {
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// TODO
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}
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void GPU_Vulkan::DoState(PointerWrap &p) {
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void GPU_Vulkan::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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GPUCommon::DoState(p);
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@ -56,8 +56,6 @@ public:
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void DoState(PointerWrap &p) override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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