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-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp10
1 files changed, 0 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index 4150a7cf31..e4b5f54901 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -9,7 +9,6 @@
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/RenderBase.h"
-#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
@@ -85,15 +84,6 @@ void SetColorMask()
g_renderer->SetColorMask();
}
-void CopyEFB(u32 dstAddr, const EFBRectangle& srcRect,
- unsigned int dstFormat, PEControl::PixelFormat srcFormat,
- bool isIntensity, bool scaleByHalf)
-{
- // bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
- TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
- srcRect, isIntensity, scaleByHalf);
-}
-
/* Explanation of the magic behind ClearScreen:
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated backends we're always using RGBA8