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Remove redundant function
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parent
d51d1413a3
commit
f56ef63ef5
2 changed files with 4 additions and 16 deletions
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@ -225,18 +225,6 @@ GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const
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return inputLayout;
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}
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void *DrawEngineGLES::DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf) {
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u8 *dest = decoded_;
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// Figure out how much pushbuffer space we need to allocate.
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if (push) {
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int vertsToDecode = ComputeNumVertsToDecode();
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dest = (u8 *)push->Allocate(vertsToDecode * dec_->GetDecVtxFmt().stride, 4, buf, bindOffset);
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}
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DecodeVerts(dest);
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return dest;
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}
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// A new render step means we need to flush any dynamic state. Really, any state that is reset in
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// GLQueueRunner::PerformRenderPass.
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void DrawEngineGLES::Invalidate(InvalidationCallbackFlags flags) {
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@ -293,8 +281,10 @@ void DrawEngineGLES::DoFlush() {
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u8 *dest = (u8 *)frameData.pushVertex->Allocate(size, 4, &vertexBuffer, &vertexBufferOffset);
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memcpy(dest, decoded_, size);
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} else {
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// Decode directly into the pushbuffer
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u8 *dest = (u8 *)DecodeVertsToPushBuffer(frameData.pushVertex, &vertexBufferOffset, &vertexBuffer);
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// Figure out how much pushbuffer space we need to allocate.
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int vertsToDecode = ComputeNumVertsToDecode();
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u8 *dest = (u8 *)frameData.pushVertex->Allocate(vertsToDecode * dec_->GetDecVtxFmt().stride, 4, &vertexBuffer, &vertexBufferOffset);
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DecodeVerts(dest);
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}
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
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@ -122,8 +122,6 @@ private:
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GLRInputLayout *SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt);
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void *DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf);
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struct FrameData {
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GLPushBuffer *pushVertex;
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GLPushBuffer *pushIndex;
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