GS: Remove now-unused renderers

This commit is contained in:
TellowKrinkle 2021-12-11 23:28:13 -06:00 committed by lightningterror
parent 66bc1bdc77
commit 8395e00835
8 changed files with 0 additions and 2966 deletions

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@ -629,7 +629,6 @@ set(pcsx2GSSources
GS/Renderers/OpenGL/GLLoader.cpp
GS/Renderers/OpenGL/GLState.cpp
GS/Renderers/OpenGL/GSDeviceOGL.cpp
GS/Renderers/OpenGL/GSRendererOGL.cpp
GS/Renderers/OpenGL/GSShaderOGL.cpp
GS/Renderers/OpenGL/GSTextureOGL.cpp
GS/Window/GSSetting.cpp
@ -700,7 +699,6 @@ set(pcsx2GSHeaders
GS/Renderers/OpenGL/GLLoader.h
GS/Renderers/OpenGL/GLState.h
GS/Renderers/OpenGL/GSDeviceOGL.h
GS/Renderers/OpenGL/GSRendererOGL.h
GS/Renderers/OpenGL/GSShaderOGL.h
GS/Renderers/OpenGL/GSTextureOGL.h
GS/Renderers/OpenGL/GSUniformBufferOGL.h
@ -774,7 +772,6 @@ if(WIN32)
list(APPEND pcsx2GSSources
GS/Renderers/DX11/D3D.cpp
GS/Renderers/DX11/GSDevice11.cpp
GS/Renderers/DX11/GSRendererDX11.cpp
GS/Renderers/DX11/GSTexture11.cpp
GS/Renderers/DX11/GSTextureFX11.cpp
GS/Window/GSCaptureDlg.cpp
@ -783,7 +780,6 @@ if(WIN32)
list(APPEND pcsx2GSHeaders
GS/Renderers/DX11/D3D.h
GS/Renderers/DX11/GSDevice11.h
GS/Renderers/DX11/GSRendererDX11.h
GS/Renderers/DX11/GSTexture11.h
)
else(WIN32)

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@ -22,7 +22,6 @@
#include "Renderers/Null/GSRendererNull.h"
#include "Renderers/Null/GSDeviceNull.h"
#include "Renderers/OpenGL/GSDeviceOGL.h"
#include "Renderers/OpenGL/GSRendererOGL.h"
#include "Renderers/HW/GSRendererNew.h"
#include "GSLzma.h"
@ -31,7 +30,6 @@
#ifdef _WIN32
#include "Renderers/DX11/GSRendererDX11.h"
#include "Renderers/DX11/GSDevice11.h"
#include "GS/Renderers/DX11/D3D.h"

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@ -1,53 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "GSDevice11.h"
#include "GS/Renderers/HW/GSRendererHW.h"
#include "GS/Renderers/HW/GSVertexHW.h"
class GSRendererDX11 final : public GSRendererHW
{
private:
bool m_bind_rtsample;
private:
inline void ResetStates();
inline void SetupIA(const float& sx, const float& sy);
inline void EmulateZbuffer();
inline void EmulateBlending(u8& afix);
inline void EmulateTextureShuffleAndFbmask();
inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
GSDevice11::VSSelector m_vs_sel;
GSDevice11::GSSelector m_gs_sel;
GSDevice11::PSSelector m_ps_sel;
GSDevice11::PSSamplerSelector m_ps_ssel;
GSDevice11::OMBlendSelector m_om_bsel;
GSDevice11::OMDepthStencilSelector m_om_dssel;
GSDevice11::PSConstantBuffer ps_cb;
GSDevice11::VSConstantBuffer vs_cb;
GSDevice11::GSConstantBuffer gs_cb;
public:
GSRendererDX11();
virtual ~GSRendererDX11() {}
void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final;
};

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@ -1,71 +0,0 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "GSDeviceOGL.h"
#include "GS/Renderers/HW/GSRendererHW.h"
#include "GS/Renderers/HW/GSVertexHW.h"
class GSRendererOGL final : public GSRendererHW
{
enum PRIM_OVERLAP
{
PRIM_OVERLAP_UNKNOW,
PRIM_OVERLAP_YES,
PRIM_OVERLAP_NO
};
private:
PRIM_OVERLAP m_prim_overlap;
std::vector<size_t> m_drawlist;
TriFiltering UserHacks_tri_filter;
GSDeviceOGL::VSConstantBuffer vs_cb;
GSDeviceOGL::PSConstantBuffer ps_cb;
bool m_require_one_barrier;
bool m_require_full_barrier;
GSDeviceOGL::VSSelector m_vs_sel;
GSDeviceOGL::GSSelector m_gs_sel;
GSDeviceOGL::PSSelector m_ps_sel;
GSDeviceOGL::PSSamplerSelector m_ps_ssel;
GSDeviceOGL::OMColorMaskSelector m_om_csel;
GSDeviceOGL::OMDepthStencilSelector m_om_dssel;
private:
inline void ResetStates();
inline void SetupIA(const float& sx, const float& sy);
inline void EmulateTextureShuffleAndFbmask();
inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
inline void EmulateBlending(bool& DATE_GL42, bool& DATE_GL45);
inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
inline void EmulateZbuffer();
public:
GSRendererOGL();
virtual ~GSRendererOGL() {}
void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final;
PRIM_OVERLAP PrimitiveOverlap();
void SendDraw();
bool IsDummyTexture() const final;
};

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@ -486,11 +486,9 @@
<ClCompile Include="GS\GSRingHeap.cpp" />
<ClCompile Include="GS\Renderers\SW\GSRasterizer.cpp" />
<ClCompile Include="GS\Renderers\Common\GSRenderer.cpp" />
<ClCompile Include="GS\Renderers\DX11\GSRendererDX11.cpp" />
<ClCompile Include="GS\Renderers\HW\GSRendererHW.cpp" />
<ClCompile Include="GS\Renderers\HW\GSRendererNew.cpp" />
<ClCompile Include="GS\Renderers\Null\GSRendererNull.cpp" />
<ClCompile Include="GS\Renderers\OpenGL\GSRendererOGL.cpp" />
<ClCompile Include="GS\Renderers\SW\GSRendererSW.cpp" />
<ClCompile Include="GS\Window\GSSetting.cpp" />
<ClCompile Include="GS\Renderers\SW\GSSetupPrimCodeGenerator.cpp" />
@ -848,11 +846,9 @@
<ClInclude Include="GS\GSRingHeap.h" />
<ClInclude Include="GS\Renderers\SW\GSRasterizer.h" />
<ClInclude Include="GS\Renderers\Common\GSRenderer.h" />
<ClInclude Include="GS\Renderers\DX11\GSRendererDX11.h" />
<ClInclude Include="GS\Renderers\HW\GSRendererHW.h" />
<ClInclude Include="GS\Renderers\HW\GSRendererNew.h" />
<ClInclude Include="GS\Renderers\Null\GSRendererNull.h" />
<ClInclude Include="GS\Renderers\OpenGL\GSRendererOGL.h" />
<ClInclude Include="GS\Renderers\SW\GSRendererSW.h" />
<ClInclude Include="GS\Renderers\SW\GSScanlineEnvironment.h" />
<ClInclude Include="GS\Window\GSSetting.h" />

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@ -1478,9 +1478,6 @@
<ClCompile Include="GS\Renderers\DX11\GSDevice11.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX11\GSRendererDX11.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\DX11\GSTexture11.cpp">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClCompile>
@ -1493,9 +1490,6 @@
<ClCompile Include="GS\Renderers\OpenGL\GSDeviceOGL.cpp">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\OpenGL\GSRendererOGL.cpp">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\OpenGL\GSShaderOGL.cpp">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClCompile>
@ -2579,9 +2573,6 @@
<ClInclude Include="GS\Renderers\DX11\GSDevice11.h">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX11\GSRendererDX11.h">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\DX11\GSTexture11.h">
<Filter>System\Ps2\GS\Renderers\Direct3D</Filter>
</ClInclude>
@ -2591,9 +2582,6 @@
<ClInclude Include="GS\Renderers\OpenGL\GSDeviceOGL.h">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\OpenGL\GSRendererOGL.h">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClInclude>
<ClInclude Include="GS\Renderers\OpenGL\GSShaderOGL.h">
<Filter>System\Ps2\GS\Renderers\OpenGL</Filter>
</ClInclude>