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https://github.com/yuzu-emu/yuzu-android
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gl_rasterizer_cache: Remove unused viewport parameter of GetFramebufferSurfaces()
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@ -332,8 +332,6 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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// TODO(bunnei): Implement this
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const bool has_stencil = false;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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@ -346,9 +344,10 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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std::tie(color_surface, depth_surface, surfaces_rect) =
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb);
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MathUtil::Rectangle<u32> draw_rect{
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const MathUtil::Rectangle<u32> draw_rect{
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
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surfaces_rect.left, surfaces_rect.right)), // Left
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
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@ -609,8 +609,8 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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return GetSurface(SurfaceParams::CreateForTexture(config));
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}
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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bool using_color_fb, bool using_depth_fb, const MathUtil::Rectangle<s32>& viewport) {
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb,
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bool using_depth_fb) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): This is hard corded to use just the first render buffer
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@ -634,8 +634,7 @@ public:
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Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
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/// Get the color and depth surfaces based on the framebuffer configuration
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SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb,
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const MathUtil::Rectangle<s32>& viewport);
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SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb);
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/// Flushes the surface to Switch memory
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void FlushSurface(const Surface& surface);
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