Remove a bunch of freshly-obsolete code

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6148 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2010-08-29 19:34:54 +00:00
parent 3058a926cf
commit 4229d9e01e
11 changed files with 50 additions and 163 deletions

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@ -218,7 +218,7 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(bool dstAlpha)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
GetPixelShaderId(&uid, dstAlpha);
// check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
@ -243,7 +243,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
}
// need to compile a new shader
const char* code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D11);
const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))

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@ -338,7 +338,6 @@ void Flush()
}
}
}
PixelShaderManager::SetTexturesUsed(0);
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();

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@ -277,7 +277,7 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(bool dstAlpha)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
GetPixelShaderId(&uid, dstAlpha);
// Is the shader already set?
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
@ -312,7 +312,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
}
// OK, need to generate and compile it.
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D9);
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);

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@ -270,7 +270,6 @@ void Flush()
}
}
PixelShaderManager::SetTexturesUsed(0);
// set global constants
VertexShaderManager::SetConstants();

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@ -164,7 +164,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlphaEnable ? 1 : 0);
GetPixelShaderId(&uid, dstAlphaEnable ? 1 : 0);
if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
{
return pShaderLast;
@ -189,8 +189,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
PSCacheEntry& newentry = pshaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(),
dstAlphaEnable,API_OPENGL);
const char *code = GeneratePixelShaderCode(dstAlphaEnable,API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {

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@ -191,21 +191,6 @@ static const GLenum glLogicOpCodes[16] = {
GL_SET
};
void SetDefaultRectTexParams()
{
// Set some standard texture filter modes.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERRORD();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
#if defined HAVE_CG && HAVE_CG
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{

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@ -260,7 +260,6 @@ void Flush()
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
@ -290,8 +289,6 @@ void Flush()
}
}
PixelShaderManager::SetTexturesUsed(nonpow2tex);
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);