diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/VertexShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/VertexShaderCache.cpp | 31 |
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); |
