DX11 code maintenance, part 6:

Move constant buffer management from EmuGfxState to Vertex/PixelShaderCache.
Finally remove the EmuGfxState class, cheers!

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6915 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-01-25 15:08:30 +00:00
parent 81aebe5e96
commit cd6f00a3e5
10 changed files with 90 additions and 127 deletions

View File

@ -228,7 +228,6 @@ void VertexManager::vFlush()
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
D3D::gfxstate->ApplyState();
g_renderer->ApplyState(useDstAlpha);
LoadBuffers();
Draw(stride);
@ -236,7 +235,6 @@ void VertexManager::vFlush()
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
g_renderer->RestoreState();
D3D::gfxstate->Reset();
shader_fail:
ResetBuffer();