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https://github.com/libretro/RetroArch
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(D3D12) Get rid of some unused inline functions
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281fe83936
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92a7d5bf61
@ -480,22 +480,6 @@ static INLINE void D3D12SetGraphicsRootConstantBufferView(
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graphics_command_list->lpVtbl->SetGraphicsRootConstantBufferView(
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graphics_command_list, root_parameter_index, buffer_location);
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}
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static INLINE void D3D12SetComputeRootShaderResourceView(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
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{
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graphics_command_list->lpVtbl->SetComputeRootShaderResourceView(
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graphics_command_list, root_parameter_index, buffer_location);
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}
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static INLINE void D3D12SetGraphicsRootShaderResourceView(
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D3D12GraphicsCommandList graphics_command_list,
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UINT root_parameter_index,
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D3D12_GPU_VIRTUAL_ADDRESS buffer_location)
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{
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graphics_command_list->lpVtbl->SetGraphicsRootShaderResourceView(
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graphics_command_list, root_parameter_index, buffer_location);
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}
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static INLINE void D3D12IASetVertexBuffers(
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D3D12GraphicsCommandList graphics_command_list,
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@ -519,47 +503,32 @@ static INLINE void D3D12OMSetRenderTargets(
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r_ts_single_handle_to_descriptor_range, depth_stencil_descriptor);
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}
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static INLINE void D3D12ClearDepthStencilView(
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D3D12GraphicsCommandList graphics_command_list,
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D3D12_CPU_DESCRIPTOR_HANDLE depth_stencil_view,
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D3D12_CLEAR_FLAGS clear_flags,
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FLOAT depth,
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UINT8 stencil,
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UINT num_rects,
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D3D12_RECT* rects)
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{
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graphics_command_list->lpVtbl->ClearDepthStencilView(
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graphics_command_list, depth_stencil_view, clear_flags, depth, stencil, num_rects, rects);
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}
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static INLINE HRESULT
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D3D12SignalCommandQueue(D3D12CommandQueue command_queue, D3D12Fence fence, UINT64 value)
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{
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return command_queue->lpVtbl->Signal(command_queue, fence, value);
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}
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static INLINE ULONG D3D12ReleaseDevice(D3D12Device device)
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{
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return device->lpVtbl->Release(device);
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}
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static INLINE HRESULT D3D12CreateCommandQueue(
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D3D12Device device, D3D12_COMMAND_QUEUE_DESC* desc, ID3D12CommandQueue** out)
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{
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return device->lpVtbl->CreateCommandQueue(device, desc, uuidof(ID3D12CommandQueue), (void**)out);
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}
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static INLINE HRESULT D3D12CreateCommandAllocator(
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D3D12Device device, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator** out)
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{
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return device->lpVtbl->CreateCommandAllocator(
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device, type, uuidof(ID3D12CommandAllocator), (void**)out);
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}
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static INLINE HRESULT D3D12CreateGraphicsPipelineState(
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D3D12Device device, D3D12_GRAPHICS_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
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{
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return device->lpVtbl->CreateGraphicsPipelineState(
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device, desc, uuidof(ID3D12PipelineState), (void**)out);
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}
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static INLINE HRESULT D3D12CreateComputePipelineState(
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D3D12Device device, D3D12_COMPUTE_PIPELINE_STATE_DESC* desc, ID3D12PipelineState** out)
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{
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