From c50269249085c797ed7946748eb3a6c055185095 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Sun, 19 Mar 2017 18:00:57 +0100 Subject: [PATCH] Minor cleanup --- GPU/D3D11/GPU_D3D11.cpp | 4 ++-- GPU/D3D11/ShaderManagerD3D11.cpp | 10 ++-------- GPU/D3D11/ShaderManagerD3D11.h | 1 - 3 files changed, 4 insertions(+), 11 deletions(-) diff --git a/GPU/D3D11/GPU_D3D11.cpp b/GPU/D3D11/GPU_D3D11.cpp index b7dfe31e02..2a6018dfcf 100644 --- a/GPU/D3D11/GPU_D3D11.cpp +++ b/GPU/D3D11/GPU_D3D11.cpp @@ -303,7 +303,7 @@ void GPU_D3D11::BeginHostFrame() { if (resized_) { drawEngine_.Resized(); textureCacheD3D11_->NotifyConfigChanged(); - shaderManagerD3D11_->DirtyShader(); + shaderManagerD3D11_->DirtyLastShader(); resized_ = false; } } @@ -337,7 +337,7 @@ void GPU_D3D11::BeginFrameInternal() { } else if (dumpThisFrame_) { dumpThisFrame_ = false; } - shaderManagerD3D11_->DirtyShader(); + shaderManagerD3D11_->DirtyLastShader(); framebufferManagerD3D11_->BeginFrame(); } diff --git a/GPU/D3D11/ShaderManagerD3D11.cpp b/GPU/D3D11/ShaderManagerD3D11.cpp index 18046d7512..bc7ed26d6c 100644 --- a/GPU/D3D11/ShaderManagerD3D11.cpp +++ b/GPU/D3D11/ShaderManagerD3D11.cpp @@ -130,23 +130,17 @@ void ShaderManagerD3D11::Clear() { void ShaderManagerD3D11::ClearShaders() { Clear(); - DirtyShader(); + DirtyLastShader(); gstate_c.Dirty(DIRTY_ALL_UNIFORMS); } -void ShaderManagerD3D11::DirtyShader() { - // Forget the last shader ID +void ShaderManagerD3D11::DirtyLastShader() { lastFSID_.clear(); lastVSID_.clear(); lastVShader_ = nullptr; lastFShader_ = nullptr; } -void ShaderManagerD3D11::DirtyLastShader() { // disables vertex arrays - lastVShader_ = nullptr; - lastFShader_ = nullptr; -} - uint64_t ShaderManagerD3D11::UpdateUniforms() { uint64_t dirty = gstate_c.GetDirtyUniforms(); if (dirty != 0) { diff --git a/GPU/D3D11/ShaderManagerD3D11.h b/GPU/D3D11/ShaderManagerD3D11.h index c66eda8153..5deba0cae1 100644 --- a/GPU/D3D11/ShaderManagerD3D11.h +++ b/GPU/D3D11/ShaderManagerD3D11.h @@ -94,7 +94,6 @@ public: void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform); void ClearShaders(); - void DirtyShader(); void DirtyLastShader() override; int GetNumVertexShaders() const { return (int)vsCache_.size(); }