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rsx: Remove some unused code.
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1ede5cbc4c
commit
a64053fd68
@ -220,7 +220,7 @@ void GLGSRender::begin()
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blend_factor(rsx::method_registers.blend_func_sfactor_a()),
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blend_factor(rsx::method_registers.blend_func_dfactor_a()));
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if (m_surface.color_format == rsx::surface_color_format::w16z16y16x16) //TODO: check another color formats
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if (rsx::method_registers.surface_color() == rsx::surface_color_format::w16z16y16x16) //TODO: check another color formats
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{
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u16 blend_color_r = rsx::method_registers.blend_color_16b_r();
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u16 blend_color_g = rsx::method_registers.blend_color_16b_g();
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@ -20,7 +20,6 @@ private:
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gl::glsl::program *m_program;
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rsx::surface_info m_surface;
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gl_render_targets m_rtts;
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gl::gl_texture_cache m_gl_texture_cache;
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@ -204,7 +204,7 @@ void GLGSRender::read_buffers()
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if (g_cfg_rsx_read_color_buffers)
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{
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auto color_format = rsx::internals::surface_color_format_to_gl(m_surface.color_format);
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auto color_format = rsx::internals::surface_color_format_to_gl(rsx::method_registers.surface_color());
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auto read_color_buffers = [&](int index, int count)
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{
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@ -293,16 +293,16 @@ void GLGSRender::read_buffers()
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//Read failed. Fall back to slow s/w path...
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auto depth_format = rsx::internals::surface_depth_format_to_gl(m_surface.depth_format);
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int pixel_size = rsx::internals::get_pixel_size(m_surface.depth_format);
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auto depth_format = rsx::internals::surface_depth_format_to_gl(rsx::method_registers.surface_depth_fmt());
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int pixel_size = rsx::internals::get_pixel_size(rsx::method_registers.surface_depth_fmt());
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gl::buffer pbo_depth;
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__glcheck pbo_depth.create(m_surface.width * m_surface.height * pixel_size);
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__glcheck pbo_depth.create(rsx::method_registers.surface_clip_width() * rsx::method_registers.surface_clip_height() * pixel_size);
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__glcheck pbo_depth.map([&](GLubyte* pixels)
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{
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u32 depth_address = rsx::get_address(rsx::method_registers.surface_z_offset(), rsx::method_registers.surface_z_dma());
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if (m_surface.depth_format == rsx::surface_depth_format::z16)
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if (rsx::method_registers.surface_depth_fmt() == rsx::surface_depth_format::z16)
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{
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u16 *dst = (u16*)pixels;
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const be_t<u16>* src = vm::ps3::_ptr<u16>(depth_address);
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@ -336,7 +336,7 @@ void GLGSRender::write_buffers()
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if (g_cfg_rsx_write_color_buffers)
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{
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auto color_format = rsx::internals::surface_color_format_to_gl(m_surface.color_format);
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auto color_format = rsx::internals::surface_color_format_to_gl(rsx::method_registers.surface_color());
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auto write_color_buffers = [&](int index, int count)
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{
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@ -404,11 +404,11 @@ void GLGSRender::write_buffers()
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if (pitch <= 64)
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return;
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auto depth_format = rsx::internals::surface_depth_format_to_gl(m_surface.depth_format);
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auto depth_format = rsx::internals::surface_depth_format_to_gl(rsx::method_registers.surface_depth_fmt());
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u32 depth_address = rsx::get_address(rsx::method_registers.surface_z_offset(), rsx::method_registers.surface_z_dma());
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u32 range = std::get<1>(m_rtts.m_bound_depth_stencil)->width() * std::get<1>(m_rtts.m_bound_depth_stencil)->height() * 2;
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if (m_surface.depth_format != rsx::surface_depth_format::z16) range *= 2;
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if (rsx::method_registers.surface_depth_fmt() != rsx::surface_depth_format::z16) range *= 2;
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m_gl_texture_cache.save_render_target(depth_address, range, (*std::get<1>(m_rtts.m_bound_depth_stencil)));
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}
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@ -327,7 +327,6 @@ namespace rsx
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void thread::begin()
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{
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draw_inline_vertex_array = false;
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inline_vertex_array.clear();
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}
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@ -117,33 +117,6 @@ namespace rsx
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void read(void *dst, u32 width, u32 height, u32 pitch);
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};
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struct surface_info
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{
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u8 log2height;
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u8 log2width;
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surface_antialiasing antialias;
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surface_depth_format depth_format;
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surface_color_format color_format;
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u32 width;
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u32 height;
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u32 format;
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void unpack(u32 surface_format)
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{
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format = surface_format;
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log2height = surface_format >> 24;
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log2width = (surface_format >> 16) & 0xff;
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antialias = to_surface_antialiasing((surface_format >> 12) & 0xf);
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depth_format = to_surface_depth_format((surface_format >> 5) & 0x7);
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color_format = to_surface_color_format(surface_format & 0x1f);
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width = 1 << (u32(log2width) + 1);
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height = 1 << (u32(log2width) + 1);
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}
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};
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struct vertex_array_buffer
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{
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rsx::vertex_base_type type;
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@ -210,7 +183,6 @@ namespace rsx
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u32 local_mem_addr, main_mem_addr;
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bool strict_ordering[0x1000];
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bool draw_inline_vertex_array;
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std::vector<u32> inline_vertex_array;
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bool m_rtts_dirty;
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@ -222,8 +194,6 @@ namespace rsx
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RSXVertexProgram get_current_vertex_program() const;
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RSXFragmentProgram get_current_fragment_program() const;
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public:
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u32 draw_array_count;
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u32 draw_array_first;
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double fps_limit = 59.94;
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public:
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@ -219,7 +219,6 @@ namespace rsx
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void draw_inline_array(thread* rsx, u32 _reg, u32 arg)
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{
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rsx::method_registers.current_draw_clause.command = rsx::draw_command::inlined_array;
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rsx->draw_inline_vertex_array = true;
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rsx->inline_vertex_array.push_back(arg);
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}
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