D3D: Remove BeginFrame/EndFrame

These functions did not do anything anyway. There is also no need to
present the backbuffer when shutting down.
This commit is contained in:
Stenzek
2017-11-21 19:55:14 +10:00
parent d9400f708a
commit c5a89b6483
3 changed files with 0 additions and 30 deletions

View File

@ -52,8 +52,6 @@ const D3D_FEATURE_LEVEL supported_feature_levels[NUM_SUPPORTED_FEATURE_LEVELS] =
unsigned int xres, yres;
bool bFrameInProgress = false;
HRESULT LoadDXGI()
{
if (dxgi_dll_ref++ > 0)
@ -602,27 +600,6 @@ void Reset()
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame called although a frame is already in progress");
return false;
}
bFrameInProgress = true;
return (device != nullptr);
}
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame called although no frame is in progress");
return;
}
bFrameInProgress = false;
}
void Present()
{
UINT present_flags = 0;