summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoBackends/D3D/VertexShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/VertexShaderCache.cpp31
1 files changed, 0 insertions, 31 deletions
diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
index 2033a38701..b7fc3a2582 100644
--- a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
@@ -4,7 +4,6 @@
#include <string>
-#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
@@ -23,7 +22,6 @@
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
-#include "VideoCommon/VertexShaderManager.h"
namespace DX11
{
@@ -49,25 +47,6 @@ ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
return ClearLayout;
}
-ID3D11Buffer* vscbuf = nullptr;
-
-ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
-{
- // TODO: divide the global variables of the generated shaders into about 5 constant buffers to
- // speed this up
- if (VertexShaderManager::dirty)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
- D3D::context->Unmap(vscbuf, 0);
- VertexShaderManager::dirty = false;
-
- ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
- }
- return vscbuf;
-}
-
// this class will load the precompiled shaders into our cache
template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
@@ -121,14 +100,6 @@ void VertexShaderCache::Init()
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
- unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
- 16); // must be a multiple of 16
- D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
- D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
- CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
- D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
-
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
@@ -156,8 +127,6 @@ void VertexShaderCache::Init()
void VertexShaderCache::Shutdown()
{
- SAFE_RELEASE(vscbuf);
-
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);