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authorStenzek <stenzek@gmail.com>2016-11-10 23:31:44 +1000
committerStenzek <stenzek@gmail.com>2016-11-28 20:14:59 +1000
commit6db0ee956134a017f02f36b748ca6f0b29dde0c3 (patch)
tree5a8261134216416c720dc6e66cefc11596a8b18b /Source/Core/VideoBackends/D3D12/Render.cpp
parenta83ca587c6ff8ab8b4502d268ec9e9e47afb7e3d (diff)
VideoCommon: Remove backbuffer size parameters from methods
We have the s_backbuffer_{width,height} fields to represent this, so there's no point in passing them as parameters every time.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/Render.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp
index b44ea5e4cd..2bfe8d3a07 100644
--- a/Source/Core/VideoBackends/D3D12/Render.cpp
+++ b/Source/Core/VideoBackends/D3D12/Render.cpp
@@ -222,13 +222,13 @@ Renderer::Renderer(void*& window_handle)
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+ UpdateDrawRectangle();
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
- CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
+ CalculateTargetSize();
PixelShaderManager::SetEfbScaleChanged();
SetupDeviceObjects();
@@ -654,7 +654,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
BBox::Invalidate();
// Prepare to copy the XFBs to our backbuffer
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+ UpdateDrawRectangle();
TargetRectangle target_rc = GetTargetRectangle();
D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
@@ -819,8 +819,8 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
D3D::Present();
// Resize the back buffers NOW to avoid flickering
- if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || xfb_changed ||
- window_resized || s_last_efb_scale != g_ActiveConfig.iEFBScale ||
+ if (CalculateTargetSize() || xfb_changed || window_resized ||
+ s_last_efb_scale != g_ActiveConfig.iEFBScale ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
@@ -851,7 +851,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
s_backbuffer_height = D3D::GetBackBufferHeight();
}
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+ UpdateDrawRectangle();
s_last_efb_scale = g_ActiveConfig.iEFBScale;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;