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Get rid of stale PERF_START/PERF_STOP macros in d3d files
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@ -153,10 +153,8 @@ void d3d10_update_texture(
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&mapped_texture);
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#if 0
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PERF_START();
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conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
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mapped_texture.RowPitch, pitch);
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PERF_STOP();
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#else
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dxgi_copy(
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width, height, format, pitch, data, texture->desc.Format,
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@ -177,10 +177,8 @@ void d3d11_update_texture(
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0, D3D11_MAP_WRITE, 0, &mapped_texture);
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#if 0
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PERF_START();
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conv_rgb565_argb8888(mapped_texture.pData, data, width, height,
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mapped_texture.RowPitch, pitch);
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PERF_STOP();
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#else
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dxgi_copy(
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width, height, format, pitch, data,
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@ -282,23 +282,17 @@ void dxgi_copy(
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void* dst_data)
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{
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int i, j;
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#if defined(PERF_START) && defined(PERF_STOP)
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PERF_START();
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#endif
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switch ((unsigned)src_format)
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{
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FORMAT_SRC_LIST();
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default:
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assert(0);
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break;
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assert(0);
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break;
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}
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#if defined(PERF_START) && defined(PERF_STOP)
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PERF_STOP();
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#endif
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}
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#ifdef _MSC_VER
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#pragma warning(default : 4293)
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#endif
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@ -835,25 +835,3 @@ void dxgi_update_title(void);
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DXGI_FORMAT glslang_format_to_dxgi(glslang_format fmt);
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RETRO_END_DECLS
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#if 1
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#include "../../performance_counters.h"
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#ifndef PERF_START
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#define PERF_START() \
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{ \
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static struct retro_perf_counter perfcounter = { __FUNCTION__ }; \
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LARGE_INTEGER start, stop; \
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rarch_perf_register(&perfcounter); \
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perfcounter.call_cnt++; \
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QueryPerformanceCounter(&start)
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#define PERF_STOP() \
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QueryPerformanceCounter(&stop); \
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perfcounter.total += stop.QuadPart - start.QuadPart; \
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}
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#endif
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#else
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#define PERF_START()
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#define PERF_STOP()
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#endif
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@ -1230,8 +1230,6 @@ static bool d3d10_gfx_frame(
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video_driver_set_size(video_info->width, video_info->height);
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}
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PERF_START();
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#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
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if (d3d10->resize_viewport)
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#endif
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@ -1520,7 +1518,6 @@ static bool d3d10_gfx_frame(
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}
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d3d10->sprites.enabled = false;
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PERF_STOP();
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DXGIPresent(d3d10->swapChain, !!d3d10->vsync, 0);
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return true;
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@ -1316,10 +1316,6 @@ static bool d3d11_gfx_frame(
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D3D11SetRenderTargets(context, 1, &d3d11->renderTargetView, NULL);
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#endif
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#if 0
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PERF_START();
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#endif
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#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
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if (d3d11->resize_viewport)
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#endif
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@ -1596,9 +1592,6 @@ static bool d3d11_gfx_frame(
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}
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d3d11->sprites.enabled = false;
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#if 0
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PERF_STOP();
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#endif
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DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0);
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return true;
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@ -1170,7 +1170,6 @@ static bool d3d12_gfx_frame(
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d3d12_video_t* d3d12 = (d3d12_video_t*)data;
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d3d12_gfx_sync(d3d12);
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PERF_START();
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if (d3d12->resize_chain)
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{
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@ -1586,7 +1585,6 @@ static bool d3d12_gfx_frame(
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D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd);
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D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue);
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PERF_STOP();
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#if 1
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DXGIPresent(d3d12->chain.handle, !!d3d12->chain.vsync, 0);
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#else
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