GPU: Cleanup some extra pointers in fb managers.

These weren't being used / weren't final anyway.
This commit is contained in:
Unknown W. Brackets 2021-11-14 14:13:48 -08:00
parent 87d2e16b11
commit 0dc7688838
13 changed files with 15 additions and 39 deletions

View file

@ -159,17 +159,14 @@ FramebufferManagerD3D11::~FramebufferManagerD3D11() {
}
void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
textureCacheD3D11_ = tc;
textureCache_ = tc;
}
void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManagerD3D11_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerD3D11::SetDrawEngine(DrawEngineD3D11 *td) {
drawEngineD3D11_ = td;
drawEngine_ = td;
}

View file

@ -84,8 +84,4 @@ private:
ID3D11Texture2D *nullTexture_ = nullptr;
ID3D11ShaderResourceView *nullTextureView_ = nullptr;
TextureCacheD3D11 *textureCacheD3D11_;
ShaderManagerD3D11 *shaderManagerD3D11_;
DrawEngineD3D11 *drawEngineD3D11_;
};

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@ -153,7 +153,7 @@ bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, StencilUpl
ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &stencilValueBuffer_));
}
shaderManagerD3D11_->DirtyLastShader();
shaderManager_->DirtyLastShader();
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;
@ -185,8 +185,8 @@ bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, StencilUpl
memcpy(map.pData, coord, sizeof(float) * 4 * 5);
context_->Unmap(quadBuffer_, 0);
shaderManagerD3D11_->DirtyLastShader();
textureCacheD3D11_->ForgetLastTexture();
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0], nullptr, 0xFFFFFFFF);
context_->IASetInputLayout(stencilUploadInputLayout_);

View file

@ -141,17 +141,14 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
}
void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) {
textureCacheDX9_ = tc;
textureCache_ = tc;
}
void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) {
shaderManagerDX9_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) {
drawEngineD3D9_ = td;
drawEngine_ = td;
}
@ -240,7 +237,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
return it->second.surface;
}
textureCacheDX9_->ForgetLastTexture();
textureCache_->ForgetLastTexture();
LPDIRECT3DSURFACE9 offscreen = nullptr;
HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (FAILED(hr) || !offscreen) {

View file

@ -82,10 +82,6 @@ private:
bool stencilUploadFailed_ = false;
LPDIRECT3DTEXTURE9 nullTex_ = nullptr;
TextureCacheDX9 *textureCacheDX9_;
ShaderManagerDX9 *shaderManagerDX9_;
DrawEngineDX9 *drawEngineD3D9_;
struct OffscreenSurface {
LPDIRECT3DSURFACE9 surface;

View file

@ -179,7 +179,7 @@ bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, StencilUploa
return false;
}
shaderManagerDX9_->DirtyLastShader();
shaderManager_->DirtyLastShader();
dxstate.colorMask.set(false, false, false, true);
dxstate.stencilTest.enable();
@ -221,8 +221,8 @@ bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, StencilUploa
draw_->BindTextures(0, 1, &tex);
shaderManagerDX9_->DirtyLastShader();
textureCacheDX9_->ForgetLastTexture();
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
for (int i = 1; i < values; i += i) {
if (!(usedBits & i)) {

View file

@ -125,7 +125,7 @@ void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int
}
}
shaderManagerGL_->DirtyLastShader();
shaderManager_->DirtyLastShader();
auto *blitFBO = GetTempFBO(TempFBO::COPY, vfb->renderWidth, vfb->renderHeight);
draw_->BindFramebufferAsRenderTarget(blitFBO, { Draw::RPAction::CLEAR, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "PackDepthbuffer");
render_->SetViewport({ 0, 0, (float)vfb->renderWidth, (float)vfb->renderHeight, 0.0f, 1.0f });
@ -156,7 +156,7 @@ void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int
draw_->CopyFramebufferToMemorySync(blitFBO, Draw::FB_COLOR_BIT, 0, y, packWidth, h, Draw::DataFormat::R8G8B8A8_UNORM, convBuf_, vfb->z_stride, "PackDepthbuffer");
textureCacheGL_->ForgetLastTexture();
textureCache_->ForgetLastTexture();
// TODO: Use 4444 so we can copy lines directly?
format16Bit = true;
} else {

View file

@ -113,12 +113,10 @@ void FramebufferManagerGLES::Init() {
}
void FramebufferManagerGLES::SetTextureCache(TextureCacheGLES *tc) {
textureCacheGL_ = tc;
textureCache_ = tc;
}
void FramebufferManagerGLES::SetShaderManager(ShaderManagerGLES *sm) {
shaderManagerGL_ = sm;
shaderManager_ = sm;
}
@ -325,7 +323,7 @@ void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX,
float srcH = src->bufferHeight;
render_->BindProgram(draw2dprogram_);
DrawActiveTexture(dstX1, dstY1, w * dstXFactor, h * dstYFactor, dst->bufferWidth, dst->bufferHeight, srcX1 / srcW, srcY1 / srcH, srcX2 / srcW, srcY2 / srcH, ROTATION_LOCKED_HORIZONTAL, DRAWTEX_NEAREST);
textureCacheGL_->ForgetLastTexture();
textureCache_->ForgetLastTexture();
}
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);

View file

@ -89,8 +89,6 @@ private:
// Cached uniform locs
int u_draw2d_tex = -1;
TextureCacheGLES *textureCacheGL_ = nullptr;
ShaderManagerGLES *shaderManagerGL_ = nullptr;
DrawEngineGLES *drawEngineGL_ = nullptr;
struct Simple2DVertex {

View file

@ -120,7 +120,7 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, StencilUplo
// Common when creating buffers, it's already 0. We're done.
return false;
}
shaderManagerGL_->DirtyLastShader();
shaderManager_->DirtyLastShader();
// Let's not bother with the shader if it's just zero.
if (dstBuffer->fbo) {
@ -156,7 +156,7 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, StencilUplo
}
}
shaderManagerGL_->DirtyLastShader();
shaderManager_->DirtyLastShader();
bool useBlit = gstate_c.Supports(GPU_SUPPORTS_FRAMEBUFFER_BLIT);
@ -179,7 +179,7 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, StencilUplo
float u1 = 1.0f;
float v1 = 1.0f;
textureCacheGL_->ForgetLastTexture();
textureCache_->ForgetLastTexture();
Draw::Texture *tex = MakePixelTexture(src, dstBuffer->format, dstBuffer->fb_stride, dstBuffer->width, dstBuffer->height, u1, v1);
if (!tex)
return false;

View file

@ -90,17 +90,14 @@ FramebufferManagerVulkan::~FramebufferManagerVulkan() {
}
void FramebufferManagerVulkan::SetTextureCache(TextureCacheVulkan *tc) {
textureCacheVulkan_ = tc;
textureCache_ = tc;
}
void FramebufferManagerVulkan::SetShaderManager(ShaderManagerVulkan *sm) {
shaderManagerVulkan_ = sm;
shaderManager_ = sm;
}
void FramebufferManagerVulkan::SetDrawEngine(DrawEngineVulkan *td) {
drawEngineVulkan_ = td;
drawEngine_ = td;
}

View file

@ -72,9 +72,6 @@ private:
// Used to keep track of command buffers here but have moved all that into Thin3D.
TextureCacheVulkan *textureCacheVulkan_ = nullptr;
ShaderManagerVulkan *shaderManagerVulkan_ = nullptr;
DrawEngineVulkan *drawEngineVulkan_ = nullptr;
VulkanPushBuffer *push_;
enum {

View file

@ -160,8 +160,8 @@ bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, StencilUp
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
shaderManagerVulkan_->DirtyLastShader();
textureCacheVulkan_->ForgetLastTexture();
shaderManager_->DirtyLastShader();
textureCache_->ForgetLastTexture();
u16 w = dstBuffer->renderWidth;
u16 h = dstBuffer->renderHeight;