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https://github.com/dolphin-emu/dolphin.git
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Use main buffers for utility draws
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@ -50,6 +50,8 @@ public:
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void SetInterlacingMode() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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@ -73,11 +75,6 @@ public:
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void ReinterpretPixelData(unsigned int convtype) override;
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void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices) override;
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void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
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u32 groups_x, u32 groups_y, u32 groups_z) override;
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private:
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void SetupDeviceObjects();
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void TeardownDeviceObjects();
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@ -89,9 +86,6 @@ private:
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void BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
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u32 src_width, u32 src_height);
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void UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size);
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void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
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StateCache m_state_cache;
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std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
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@ -103,9 +97,6 @@ private:
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ID3D11Texture2D* m_screenshot_texture = nullptr;
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D3DTexture2D* m_3d_vision_texture = nullptr;
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ID3D11Buffer* m_utility_vertex_buffer = nullptr;
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ID3D11Buffer* m_utility_uniform_buffer = nullptr;
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u32 m_last_multisamples = 1;
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bool m_last_stereo_mode = false;
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bool m_last_fullscreen_state = false;
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