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authorSintendo <3380580+Sintendo@users.noreply.github.com>2026-06-14 11:22:02 +0200
committerSintendo <3380580+Sintendo@users.noreply.github.com>2026-06-14 11:22:02 +0200
commitec0c4b72ff3f20d7d4db3d8561cdc52e2a356af6 (patch)
tree219461a1e31b0890ad7235098fb3021dcb5cc44e /Source/Core/VideoBackends
parentf96a7682d45d1815cf419ed7461faace998389d1 (diff)
Remove unused headers
Diffstat (limited to 'Source/Core/VideoBackends')
-rw-r--r--Source/Core/VideoBackends/OGL/CMakeLists.txt1
-rw-r--r--Source/Core/VideoBackends/OGL/GPUTimer.h104
2 files changed, 0 insertions, 105 deletions
diff --git a/Source/Core/VideoBackends/OGL/CMakeLists.txt b/Source/Core/VideoBackends/OGL/CMakeLists.txt
index 30c4f98ba2..d48624b7e7 100644
--- a/Source/Core/VideoBackends/OGL/CMakeLists.txt
+++ b/Source/Core/VideoBackends/OGL/CMakeLists.txt
@@ -1,5 +1,4 @@
add_library(videoogl
- GPUTimer.h
OGLBoundingBox.cpp
OGLBoundingBox.h
OGLConfig.cpp
diff --git a/Source/Core/VideoBackends/OGL/GPUTimer.h b/Source/Core/VideoBackends/OGL/GPUTimer.h
deleted file mode 100644
index 2beefa839e..0000000000
--- a/Source/Core/VideoBackends/OGL/GPUTimer.h
+++ /dev/null
@@ -1,104 +0,0 @@
-// Copyright 2016 Dolphin Emulator Project
-// SPDX-License-Identifier: GPL-2.0-or-later
-
-#pragma once
-
-#include "Common/GL/GLExtensions/GLExtensions.h"
-
-#ifndef GL_TIME_ELAPSED
-#define GL_TIME_ELAPSED 0x88BF
-#endif
-
-namespace OGL
-{
-/*
- * This class can be used to measure the time it takes for the GPU to perform a draw call
- * or compute dispatch. To use:
- *
- * - Create an instance of GPUTimer before issuing the draw call.
- * (this can be before or after any binding that needs to be done)
- *
- * - (optionally) call Begin(). This is not needed for a single draw call.
- *
- * - Issue the draw call or compute dispatch as normal.
- *
- * - (optionally) call End(). This is not necessary for a single draw call.
- *
- * - Call GetTime{Seconds,Milliseconds,Nanoseconds} to determine how long the operation
- * took to execute on the GPU.
- *
- * NOTE: When the timer is read back, this will force a GL flush, so the more often a timer is used,
- * the larger of a performance impact it will have. Only one timer can be active at any time, due to
- * using GL_TIME_ELAPSED. This is not enforced by the class, however.
- *
- */
-class GPUTimer final
-{
-public:
- GPUTimer()
- {
- glGenQueries(1, &m_query_id);
- Begin();
- }
-
- ~GPUTimer()
- {
- End();
- glDeleteQueries(1, &m_query_id);
- }
-
- void Begin()
- {
- if (m_started)
- glEndQuery(GL_TIME_ELAPSED);
-
- glBeginQuery(GL_TIME_ELAPSED, m_query_id);
- m_started = true;
- }
-
- void End()
- {
- if (!m_started)
- return;
-
- glEndQuery(GL_TIME_ELAPSED);
- m_started = false;
- }
-
- double GetTimeSeconds()
- {
- GetResult();
- return static_cast<double>(m_result) / 1000000000.0;
- }
-
- double GetTimeMilliseconds()
- {
- GetResult();
- return static_cast<double>(m_result) / 1000000.0;
- }
-
- u32 GetTimeNanoseconds()
- {
- GetResult();
- return m_result;
- }
-
-private:
- void GetResult()
- {
- if (m_has_result)
- return;
-
- if (m_started)
- End();
-
- glGetQueryObjectuiv(m_query_id, GL_QUERY_RESULT, &m_result);
- m_has_result = true;
- }
-
- GLuint m_query_id;
- GLuint m_result = 0;
- bool m_started = false;
- bool m_has_result = false;
-};
-} // namespace OGL