VideoSW: Drop HwRasterizer

I don't remember it being working, and nobody cares about performance of videosw.
This commit is contained in:
degasus
2015-09-17 18:12:20 +02:00
parent 52de4cc476
commit e3e0399af2
12 changed files with 31 additions and 509 deletions

View File

@ -17,12 +17,12 @@
#include "Core/HW/VideoInterface.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
#include "VideoBackends/Software/BPMemLoader.h"
#include "VideoBackends/Software/Clipper.h"
#include "VideoBackends/Software/DebugUtil.h"
#include "VideoBackends/Software/EfbInterface.h"
#include "VideoBackends/Software/HwRasterizer.h"
#include "VideoBackends/Software/OpcodeDecoder.h"
#include "VideoBackends/Software/Rasterizer.h"
#include "VideoBackends/Software/SWCommandProcessor.h"
@ -91,7 +91,6 @@ bool VideoSoftware::Initialize(void *window_handle)
OpcodeDecoder::Init();
Clipper::Init();
Rasterizer::Init();
HwRasterizer::Init();
SWRenderer::Init();
DebugUtil::Init();
@ -155,7 +154,6 @@ void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
void VideoSoftware::Shutdown()
{
// TODO: should be in Video_Cleanup
HwRasterizer::Shutdown();
SWRenderer::Shutdown();
DebugUtil::Shutdown();
@ -190,7 +188,6 @@ void VideoSoftware::Video_Prepare()
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_INIT);
HwRasterizer::Prepare();
SWRenderer::Prepare();
INFO_LOG(VIDEO, "Video backend initialized.");
@ -221,14 +218,11 @@ void VideoSoftware::Video_EndField()
Core::Callback_VideoCopiedToXFB(false);
return;
}
if (!g_SWVideoConfig.bHwRasterizer)
if (!g_SWVideoConfig.bBypassXFB)
{
if (!g_SWVideoConfig.bBypassXFB)
{
EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
}
SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
}
// Ideally we would just move all the OpenGL context stuff to the CPU thread,