D3D: move streaming buffer fallback into D3D backend

Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
This commit is contained in:
degasus
2014-01-23 15:27:18 +01:00
parent 62f1905978
commit 1ff681a412
4 changed files with 20 additions and 19 deletions

View File

@ -51,14 +51,11 @@ public:
virtual void DestroyDeviceObjects(){};
protected:
u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
u8* GetVertexBuffer() { return &s_pBaseBufferPointer[0]; }
virtual void vDoState(PointerWrap& p) { }
static PrimitiveType current_primitive_type;
virtual void ResetBuffer(u32 stride);
virtual void ResetBuffer(u32 stride) = 0;
private:
static bool IsFlushed;
@ -66,9 +63,6 @@ private:
//virtual void Draw(u32 stride, bool alphapass) = 0;
// temp
virtual void vFlush() = 0;
std::vector<u8> LocalVBuffer;
std::vector<u16> LocalIBuffer;
};
extern VertexManager *g_vertex_manager;