diff --git a/GPU/GLES/DrawEngineGLES.cpp b/GPU/GLES/DrawEngineGLES.cpp index b7c3c525fa..9cb6778e50 100644 --- a/GPU/GLES/DrawEngineGLES.cpp +++ b/GPU/GLES/DrawEngineGLES.cpp @@ -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(); diff --git a/GPU/GLES/DrawEngineGLES.h b/GPU/GLES/DrawEngineGLES.h index 74459ef5c1..491163a070 100644 --- a/GPU/GLES/DrawEngineGLES.h +++ b/GPU/GLES/DrawEngineGLES.h @@ -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;