Remove redundant function

This commit is contained in:
Henrik Rydgård 2023-05-23 16:50:25 +02:00
parent d51d1413a3
commit f56ef63ef5
2 changed files with 4 additions and 16 deletions

View file

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

View file

@ -122,8 +122,6 @@ private:
GLRInputLayout *SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt);
void *DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf);
struct FrameData {
GLPushBuffer *pushVertex;
GLPushBuffer *pushIndex;