mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Move BoundingBox out of RenderBase
They were essentially just pass-though methods
This commit is contained in:
@ -33,7 +33,6 @@ class AbstractPipeline;
|
||||
class AbstractShader;
|
||||
class AbstractTexture;
|
||||
class AbstractStagingTexture;
|
||||
class BoundingBox;
|
||||
class NativeVertexFormat;
|
||||
class PixelShaderManager;
|
||||
class PointerWrap;
|
||||
@ -68,7 +67,6 @@ public:
|
||||
virtual ~Renderer();
|
||||
|
||||
virtual bool Initialize();
|
||||
virtual void Shutdown();
|
||||
|
||||
void BeginUtilityDrawing();
|
||||
void EndUtilityDrawing();
|
||||
@ -99,13 +97,6 @@ public:
|
||||
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
|
||||
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
|
||||
|
||||
bool IsBBoxEnabled() const;
|
||||
void BBoxEnable(PixelShaderManager& pixel_shader_manager);
|
||||
void BBoxDisable(PixelShaderManager& pixel_shader_manager);
|
||||
u16 BBoxRead(u32 index);
|
||||
void BBoxWrite(u32 index, u16 value);
|
||||
void BBoxFlush();
|
||||
|
||||
// Finish up the current frame, print some stats
|
||||
void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
|
||||
|
||||
@ -152,20 +143,6 @@ private:
|
||||
u32 m_last_xfb_stride = 0;
|
||||
u32 m_last_xfb_height = 0;
|
||||
|
||||
std::unique_ptr<BoundingBox> m_bounding_box;
|
||||
|
||||
// Nintendo's SDK seems to write "default" bounding box values before every draw (1023 0 1023 0
|
||||
// are the only values encountered so far, which happen to be the extents allowed by the BP
|
||||
// registers) to reset the registers for comparison in the pixel engine, and presumably to detect
|
||||
// whether GX has updated the registers with real values.
|
||||
//
|
||||
// We can store these values when Bounding Box emulation is disabled and return them on read,
|
||||
// which the game will interpret as "no pixels have been drawn"
|
||||
//
|
||||
// This produces much better results than just returning garbage, which can cause games like
|
||||
// Ultimate Spider-Man to crash
|
||||
std::array<u16, 4> m_bounding_box_fallback = {};
|
||||
|
||||
Common::Flag m_force_reload_textures;
|
||||
|
||||
GraphicsModManager m_graphics_mod_manager;
|
||||
|
Reference in New Issue
Block a user