mirror of https://github.com/PCSX2/pcsx2.git
GS: Remove unused virtuals from GSDevice
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6e38f40f96
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@ -210,9 +210,6 @@ public:
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virtual void SetVSync(int vsync) { m_vsync = vsync; }
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virtual void BeginScene() {}
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virtual void DrawPrimitive() {};
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virtual void DrawIndexedPrimitive() {}
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virtual void DrawIndexedPrimitive(int offset, int count) {}
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virtual void EndScene();
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virtual bool HasDepthSparse() { return false; }
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@ -238,10 +235,6 @@ public:
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void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, ShaderConvert shader = ShaderConvert::COPY, bool linear = true);
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virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
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virtual void PSSetShaderResource(int i, GSTexture* sRect) {}
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virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
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GSTexture* GetCurrent();
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void Merge(GSTexture* sTex[3], GSVector4* sRect, GSVector4* dRect, const GSVector2i& fs, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
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@ -533,9 +533,9 @@ public:
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void Flip();
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void SetVSync(int vsync) final;
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void DrawPrimitive() final;
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive(int offset, int count) final;
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void DrawIndexedPrimitive(int offset, int count);
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void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
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void ClearRenderTarget(GSTexture* t, u32 c) final;
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@ -567,8 +567,8 @@ public:
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void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
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void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
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void PSSetShaderResource(int i, GSTexture* sr) final;
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShaderResource(int i, GSTexture* sr);
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void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSUpdateShaderState();
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@ -576,7 +576,7 @@ public:
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref);
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void OMSetBlendState(ID3D11BlendState* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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bool CreateTextureFX();
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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@ -593,9 +593,9 @@ public:
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void Flip() override;
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void SetVSync(int vsync) override;
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void DrawPrimitive() final;
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void DrawIndexedPrimitive() final;
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void DrawIndexedPrimitive(int offset, int count) final;
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive(int offset, int count);
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void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
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void ClearRenderTarget(GSTexture* t, u32 c) final;
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@ -623,13 +623,13 @@ public:
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void IASetVertexBuffer(const void* vertices, size_t count);
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void IASetIndexBuffer(const void* index, size_t count);
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void PSSetShaderResource(int i, GSTexture* sr) final;
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
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void PSSetShaderResource(int i, GSTexture* sr);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetSamplerState(GLuint ss);
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void OMSetDepthStencilState(GSDepthStencilOGL* dss);
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void OMSetBlendState(u8 blend_index = 0, u8 blend_factor = 0, bool is_blend_constant = false, bool accumulation_blend = false, bool blend_mix = false);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector());
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bool HasColorSparse() final { return GLLoader::found_compatible_GL_ARB_sparse_texture2; }
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