Delete obsolete function ClearBuffer

This commit is contained in:
Henrik Rydgård 2017-05-31 13:38:22 +02:00
parent 33d4f8c7ad
commit 2b14c6b531
10 changed files with 3 additions and 80 deletions

View File

@ -533,9 +533,6 @@ void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
// TODO: Is this necessary?
ClearBuffer();
// ugly...
if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);

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@ -169,7 +169,7 @@ public:
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
void DestroyFramebuf(VirtualFramebuffer *v);
VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params, u32 skipDrawReason);
VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams &params, u32 skipDrawReason);
VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
// Inlining this part since it's so frequent.
if (!framebufChanged && currentRenderVfb_) {
@ -290,7 +290,6 @@ protected:
void SetNumExtraFBOs(int num);
virtual void DisableState() = 0;
virtual void ClearBuffer(bool keepState = false) = 0;
virtual void FlushBeforeCopy() = 0;
virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra

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@ -207,10 +207,6 @@ void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManager_ = sm;
}
void FramebufferManagerD3D11::ClearBuffer(bool keepState) {
draw_->Clear(Draw::FBChannel::FB_COLOR_BIT | Draw::FBChannel::FB_DEPTH_BIT | Draw::FBChannel::FB_STENCIL_BIT, 0, ToScaledDepth(0), 0);
}
void FramebufferManagerD3D11::DisableState() {
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);

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@ -83,7 +83,6 @@ public:
protected:
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
// Used by ReadFramebufferToMemory and later framebuffer block copies

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@ -81,30 +81,6 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
D3DDECL_END()
};
void FramebufferManagerDX9::ClearBuffer(bool keepState) {
if (keepState) {
dxstate.scissorTest.force(false);
dxstate.depthWrite.force(TRUE);
dxstate.colorMask.force(true, true, true, true);
dxstate.stencilFunc.force(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.force(0xFF);
} else {
dxstate.scissorTest.disable();
dxstate.depthWrite.set(TRUE);
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
dxstate.stencilMask.set(0xFF);
}
device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), ToScaledDepth(0), 0);
if (keepState) {
dxstate.scissorTest.restore();
dxstate.depthWrite.restore();
dxstate.colorMask.restore();
dxstate.stencilFunc.restore();
dxstate.stencilMask.restore();
}
}
void FramebufferManagerDX9::DisableState() {
dxstate.blend.disable();
dxstate.cullMode.set(false, false);

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@ -86,7 +86,6 @@ protected:
void BindPostShader(const PostShaderUniforms &uniforms) override;
void SetViewport2D(int x, int y, int w, int h) override;
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
void DecimateFBOs() override;

View File

@ -69,38 +69,6 @@ static const char basic_vs[] =
void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
void FramebufferManagerGLES::ClearBuffer(bool keepState) {
if (keepState) {
glstate.scissorTest.force(false);
glstate.depthWrite.force(GL_TRUE);
glstate.colorMask.force(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilFunc.force(GL_ALWAYS, 0, 0);
glstate.stencilMask.force(0xFF);
} else {
glstate.scissorTest.disable();
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
glstate.stencilMask.set(0xFF);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearStencil(0);
float clearDepth = ToScaledDepth(0);
#ifdef USING_GLES2
glClearDepthf(clearDepth);
#else
glClearDepth(clearDepth);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (keepState) {
glstate.scissorTest.restore();
glstate.depthWrite.restore();
glstate.colorMask.restore();
glstate.stencilFunc.restore();
glstate.stencilMask.restore();
}
}
void FramebufferManagerGLES::DisableState() {
glstate.blend.disable();
glstate.cullFace.disable();
@ -662,8 +630,7 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb)
GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
} else if (gl_extensions.IsGLES) {
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
ClearBuffer();
draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
}
CHECK_GL_ERROR_IF_DEBUG();
}

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@ -96,7 +96,6 @@ public:
protected:
void SetViewport2D(int x, int y, int w, int h) override;
void DisableState() override;
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
// Used by ReadFramebufferToMemory and later framebuffer block copies

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@ -636,9 +636,7 @@ bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb
return false;
}
BindFramebufferAsRenderTargetnvfb->fbo);
ClearBuffer();
glDisable(GL_DITHER);
BindFramebufferAsRenderTarget(nvfb->fbo);
*/
return true;
}
@ -654,7 +652,6 @@ void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb
glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
} else if (gl_extensions.IsGLES) {
BindFramebufferAsRenderTargetnvfb->fbo);
ClearBuffer();
}
*/
}
@ -1118,8 +1115,3 @@ bool FramebufferManagerVulkan::GetStencilbuffer(u32 fb_address, int fb_stride, G
*/
return false;
}
void FramebufferManagerVulkan::ClearBuffer(bool keepState) {
// TODO: Ideally, this should never be called.
// assert(false);
}

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@ -123,7 +123,6 @@ protected:
void BindPostShader(const PostShaderUniforms &uniforms) override;
void SetViewport2D(int x, int y, int w, int h) override;
void DisableState() override {}
void ClearBuffer(bool keepState = false) override;
void FlushBeforeCopy() override;
// Used by ReadFramebufferToMemory and later framebuffer block copies