Remove some unused/unnecessary code

This commit is contained in:
Henrik Rydgård 2022-12-03 11:20:00 +01:00
parent 92df6b832c
commit 0f12d44e59
11 changed files with 0 additions and 36 deletions

View file

@ -599,7 +599,6 @@ void PSP_RunLoopUntil(u64 globalticks) {
} }
mipsr4k.RunLoopUntil(globalticks); mipsr4k.RunLoopUntil(globalticks);
gpu->CleanupBeforeUI();
} }
void PSP_RunLoopFor(int cycles) { void PSP_RunLoopFor(int cycles) {

View file

@ -223,11 +223,6 @@ void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
); );
} }
void GPU_D3D11::ClearShaderCache() {
shaderManagerD3D11_->ClearShaders();
drawEngine_.ClearInputLayoutMap();
}
void GPU_D3D11::DoState(PointerWrap &p) { void GPU_D3D11::DoState(PointerWrap &p) {
GPUCommon::DoState(p); GPUCommon::DoState(p);

View file

@ -46,8 +46,6 @@ public:
void DoState(PointerWrap &p) override; void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override; std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;

View file

@ -220,10 +220,6 @@ void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
); );
} }
void GPU_DX9::ClearShaderCache() {
shaderManagerDX9_->ClearCache(true);
}
void GPU_DX9::DoState(PointerWrap &p) { void GPU_DX9::DoState(PointerWrap &p) {
GPUCommon::DoState(p); GPUCommon::DoState(p);

View file

@ -46,8 +46,6 @@ public:
void DoState(PointerWrap &p) override; void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override; std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;

View file

@ -362,15 +362,6 @@ void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
); );
} }
void GPU_GLES::ClearShaderCache() {
shaderManagerGL_->ClearCache(true);
}
void GPU_GLES::CleanupBeforeUI() {
// Clear any enabled vertex arrays.
shaderManagerGL_->DirtyLastShader();
}
void GPU_GLES::DoState(PointerWrap &p) { void GPU_GLES::DoState(PointerWrap &p) {
GPUCommon::DoState(p); GPUCommon::DoState(p);

View file

@ -54,9 +54,6 @@ public:
void DoState(PointerWrap &p) override; void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
void CleanupBeforeUI() override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override; std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;

View file

@ -243,8 +243,6 @@ public:
return dlQueue; return dlQueue;
} }
std::vector<FramebufferInfo> GetFramebufferList() const override; std::vector<FramebufferInfo> GetFramebufferList() const override;
void ClearShaderCache() override {}
void CleanupBeforeUI() override {}
s64 GetListTicks(int listid) const override { s64 GetListTicks(int listid) const override {
if (listid >= 0 && listid < DisplayListMaxCount) { if (listid >= 0 && listid < DisplayListMaxCount) {

View file

@ -261,8 +261,6 @@ public:
virtual void NotifyRenderResized() = 0; virtual void NotifyRenderResized() = 0;
virtual void NotifyConfigChanged() = 0; virtual void NotifyConfigChanged() = 0;
virtual void ClearShaderCache() = 0;
virtual void CleanupBeforeUI() = 0;
virtual bool FramebufferDirty() = 0; virtual bool FramebufferDirty() = 0;
virtual bool FramebufferReallyDirty() = 0; virtual bool FramebufferReallyDirty() = 0;
virtual bool BusyDrawing() = 0; virtual bool BusyDrawing() = 0;

View file

@ -528,10 +528,6 @@ void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
); );
} }
void GPU_Vulkan::ClearShaderCache() {
// TODO
}
void GPU_Vulkan::DoState(PointerWrap &p) { void GPU_Vulkan::DoState(PointerWrap &p) {
GPUCommon::DoState(p); GPUCommon::DoState(p);

View file

@ -56,8 +56,6 @@ public:
void DoState(PointerWrap &p) override; void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override; std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;