GS: Remove unused virtuals from GSDevice

This commit is contained in:
TellowKrinkle 2021-11-02 00:31:13 -05:00 committed by tellowkrinkle
parent 6e38f40f96
commit 8d480c28ce
3 changed files with 11 additions and 18 deletions

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@ -210,9 +210,6 @@ public:
virtual void SetVSync(int vsync) { m_vsync = vsync; } virtual void SetVSync(int vsync) { m_vsync = vsync; }
virtual void BeginScene() {} virtual void BeginScene() {}
virtual void DrawPrimitive() {};
virtual void DrawIndexedPrimitive() {}
virtual void DrawIndexedPrimitive(int offset, int count) {}
virtual void EndScene(); virtual void EndScene();
virtual bool HasDepthSparse() { return false; } virtual bool HasDepthSparse() { return false; }
@ -238,10 +235,6 @@ public:
void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, ShaderConvert shader = ShaderConvert::COPY, bool linear = true); void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, ShaderConvert shader = ShaderConvert::COPY, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void PSSetShaderResource(int i, GSTexture* sRect) {}
virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
GSTexture* GetCurrent(); GSTexture* GetCurrent();
void Merge(GSTexture* sTex[3], GSVector4* sRect, GSVector4* dRect, const GSVector2i& fs, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c); 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:
void Flip(); void Flip();
void SetVSync(int vsync) final; void SetVSync(int vsync) final;
void DrawPrimitive() final; void DrawPrimitive();
void DrawIndexedPrimitive(); void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count) final; void DrawIndexedPrimitive(int offset, int count);
void ClearRenderTarget(GSTexture* t, const GSVector4& c) final; void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, u32 c) final; void ClearRenderTarget(GSTexture* t, u32 c) final;
@ -567,8 +567,8 @@ public:
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL); void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final; void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr) final; void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr); void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState(); void PSUpdateShaderState();
@ -576,7 +576,7 @@ public:
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref); void OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf); void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final; void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
bool CreateTextureFX(); bool CreateTextureFX();
void SetupVS(VSSelector sel, const VSConstantBuffer* cb); void SetupVS(VSSelector sel, const VSConstantBuffer* cb);

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@ -593,9 +593,9 @@ public:
void Flip() override; void Flip() override;
void SetVSync(int vsync) override; void SetVSync(int vsync) override;
void DrawPrimitive() final; void DrawPrimitive();
void DrawIndexedPrimitive() final; void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count) final; void DrawIndexedPrimitive(int offset, int count);
void ClearRenderTarget(GSTexture* t, const GSVector4& c) final; void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, u32 c) final; void ClearRenderTarget(GSTexture* t, u32 c) final;
@ -623,13 +623,13 @@ public:
void IASetVertexBuffer(const void* vertices, size_t count); void IASetVertexBuffer(const void* vertices, size_t count);
void IASetIndexBuffer(const void* index, size_t count); void IASetIndexBuffer(const void* index, size_t count);
void PSSetShaderResource(int i, GSTexture* sr) final; void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final; void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetSamplerState(GLuint ss); void PSSetSamplerState(GLuint ss);
void OMSetDepthStencilState(GSDepthStencilOGL* dss); void OMSetDepthStencilState(GSDepthStencilOGL* dss);
void OMSetBlendState(u8 blend_index = 0, u8 blend_factor = 0, bool is_blend_constant = false, bool accumulation_blend = false, bool blend_mix = false); void OMSetBlendState(u8 blend_index = 0, u8 blend_factor = 0, bool is_blend_constant = false, bool accumulation_blend = false, bool blend_mix = false);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final; void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector()); void OMSetColorMaskState(OMColorMaskSelector sel = OMColorMaskSelector());
bool HasColorSparse() final { return GLLoader::found_compatible_GL_ARB_sparse_texture2; } bool HasColorSparse() final { return GLLoader::found_compatible_GL_ARB_sparse_texture2; }