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Delete unused duplicate functions
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8bfdf7b1b2
commit
2261029536
@ -602,64 +602,6 @@ void GPU_Vulkan::Execute_LoadClut(u32 op, u32 diff) {
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textureCacheVulkan_->LoadClut(gstate.getClutAddress(), gstate.getClutLoadBytes());
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}
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void GPU_Vulkan::Execute_BoneMtxNum(u32 op, u32 diff) {
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// This is almost always followed by GE_CMD_BONEMATRIXDATA.
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const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
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u32 *dst = (u32 *)(gstate.boneMatrix + (op & 0x7F));
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const int end = 12 * 8 - (op & 0x7F);
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int i = 0;
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// If we can't use software skinning, we have to flush and dirty.
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while ((src[i] >> 24) == GE_CMD_BONEMATRIXDATA) {
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const u32 newVal = src[i] << 8;
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if (dst[i] != newVal) {
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Flush();
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dst[i] = newVal;
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}
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if (++i >= end) {
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break;
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}
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}
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const int numPlusCount = (op & 0x7F) + i;
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for (int num = op & 0x7F; num < numPlusCount; num += 12) {
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gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
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}
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const int count = i;
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gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | ((op + count) & 0x7F);
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// Skip over the loaded data, it's done now.
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UpdatePC(currentList->pc, currentList->pc + count * 4);
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currentList->pc += count * 4;
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}
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void GPU_Vulkan::Execute_BoneMtxData(u32 op, u32 diff) {
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// Note: it's uncommon to get here now, see above.
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int num = gstate.boneMatrixNumber & 0x7F;
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u32 newVal = op << 8;
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if (num < 96 && newVal != ((const u32 *)gstate.boneMatrix)[num]) {
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// Bone matrices should NOT flush when software skinning is enabled!
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Flush();
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gstate_c.Dirty(DIRTY_BONEMATRIX0 << (num / 12));
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((u32 *)gstate.boneMatrix)[num] = newVal;
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}
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num++;
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gstate.boneMatrixNumber = (GE_CMD_BONEMATRIXNUMBER << 24) | (num & 0x7F);
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}
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void GPU_Vulkan::FastLoadBoneMatrix(u32 target) {
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const int num = gstate.boneMatrixNumber & 0x7F;
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const int mtxNum = num / 12;
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uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
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if ((num - 12 * mtxNum) != 0) {
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uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
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}
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Flush();
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gstate_c.Dirty(uniformsToDirty);
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gstate.FastLoadBoneMatrix(target);
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}
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void GPU_Vulkan::InitDeviceObjects() {
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ILOG("GPU_Vulkan::InitDeviceObjects");
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// Initialize framedata
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@ -76,8 +76,6 @@ public:
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void Execute_VertexTypeSkinning(u32 op, u32 diff);
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void Execute_TexSize0(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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void Execute_BoneMtxNum(u32 op, u32 diff);
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void Execute_BoneMtxData(u32 op, u32 diff);
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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@ -85,7 +83,6 @@ public:
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protected:
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void FastRunLoop(DisplayList &list) override;
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void FastLoadBoneMatrix(u32 target) override;
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void FinishDeferred() override;
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private:
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