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GPU: Remove some unused code.
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07e178a2da
commit
7c8780bfb6
3 changed files with 0 additions and 126 deletions
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@ -78,8 +78,6 @@ static const char basic_vs[] =
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const int MAX_PBO = 2;
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void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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void FramebufferManagerGLES::CompileDraw2DProgram() {
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if (!draw2dprogram_) {
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std::string errorString;
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@ -679,61 +677,6 @@ void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX,
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
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}
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void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
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const u32 *src32 = (const u32 *)src;
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if (format == GE_FORMAT_8888) {
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u32 *dst32 = (u32 *)dst;
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if (src == dst) {
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return;
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} else {
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// Here let's assume they don't intersect
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for (u32 y = 0; y < height; ++y) {
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memcpy(dst32, src32, width * 4);
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src32 += srcStride;
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dst32 += dstStride;
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}
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}
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} else {
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// But here it shouldn't matter if they do intersect
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u16 *dst16 = (u16 *)dst;
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switch (format) {
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case GE_FORMAT_565: // BGR 565
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{
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGB565(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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{
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA5551(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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}
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break;
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case GE_FORMAT_4444: // ABGR 4444
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{
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA4444(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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}
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break;
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case GE_FORMAT_8888:
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case GE_FORMAT_INVALID:
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// Not possible.
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break;
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}
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}
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}
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void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
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if (!vfb->fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
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@ -80,8 +80,6 @@ void main() {
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}
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)";
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void ConvertFromRGBA8888_Vulkan(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) :
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FramebufferManagerCommon(draw),
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vulkan_(vulkan),
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@ -535,57 +533,6 @@ void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX
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}
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}
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// TODO: SSE/NEON
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// Could also make C fake-simd for 64-bit, two 8888 pixels fit in a register :)
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void ConvertFromRGBA8888_Vulkan(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
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const u32 *src32 = (const u32 *)src;
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if (format == GE_FORMAT_8888) {
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u32 *dst32 = (u32 *)dst;
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if (src == dst) {
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return;
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} else {
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// Here let's assume they don't intersect
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for (u32 y = 0; y < height; ++y) {
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memcpy(dst32, src32, width * 4);
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src32 += srcStride;
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dst32 += dstStride;
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}
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}
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} else {
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// But here it shouldn't matter if they do intersect
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u16 *dst16 = (u16 *)dst;
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switch (format) {
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case GE_FORMAT_565: // BGR 565
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGB565(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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for (u32 y = 0; y < height; ++y) {
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ConvertBGRA8888ToRGBA5551(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_4444: // ABGR 4444
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for (u32 y = 0; y < height; ++y) {
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ConvertRGBA8888ToRGBA4444(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_8888:
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case GE_FORMAT_INVALID:
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// Not possible.
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break;
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}
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}
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}
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void FramebufferManagerVulkan::BeginFrameVulkan() {
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BeginFrame();
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}
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@ -24,14 +24,6 @@
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
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// TODO: Remove?
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enum VulkanFBOColorDepth {
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VK_FBO_8888,
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VK_FBO_565,
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VK_FBO_4444,
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VK_FBO_5551,
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};
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class TextureCacheVulkan;
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class DrawEngineVulkan;
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class VulkanContext;
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@ -39,14 +31,6 @@ class ShaderManagerVulkan;
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class VulkanTexture;
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class VulkanPushBuffer;
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static const char *ub_post_shader =
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R"( vec2 texelDelta;
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vec2 pixelDelta;
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vec4 time;
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)";
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class VulkanPushBuffer;
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class FramebufferManagerVulkan : public FramebufferManagerCommon {
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public:
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FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan);
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