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VideoSW: Drop HwRasterizer
I don't remember it being working, and nobody cares about performance of videosw.
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@ -11,7 +11,6 @@
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#include "VideoBackends/Software/BPMemLoader.h"
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#include "VideoBackends/Software/DebugUtil.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/HwRasterizer.h"
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#include "VideoBackends/Software/SWCommandProcessor.h"
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#include "VideoBackends/Software/SWRenderer.h"
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#include "VideoBackends/Software/SWStatistics.h"
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@ -25,8 +24,6 @@
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namespace DebugUtil
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{
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static bool drawingHwTriangles = false;
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static const int NUM_OBJECT_BUFFERS = 40;
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static u32 *ObjectBuffer[NUM_OBJECT_BUFFERS];
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@ -207,12 +204,6 @@ void OnObjectBegin()
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{
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if (g_SWVideoConfig.bDumpTextures && swstats.thisFrame.numDrawnObjects >= g_SWVideoConfig.drawStart && swstats.thisFrame.numDrawnObjects < g_SWVideoConfig.drawEnd)
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DumpActiveTextures();
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if (g_SWVideoConfig.bHwRasterizer)
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{
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HwRasterizer::BeginTriangles();
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drawingHwTriangles = true;
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}
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}
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}
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@ -225,12 +216,6 @@ void OnObjectEnd()
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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swstats.thisFrame.numDrawnObjects));
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if (g_SWVideoConfig.bHwRasterizer || drawingHwTriangles)
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{
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HwRasterizer::EndTriangles();
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drawingHwTriangles = false;
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}
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for (int i = 0; i < NUM_OBJECT_BUFFERS; i++)
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{
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if (DrawnToBuffer[i])
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