mirror of https://github.com/PCSX2/pcsx2.git
GS/OpenGL: Remove disable_hw_gl_draw option
I'm not sure what the point of it ever was..
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@ -1430,7 +1430,6 @@ void GSApp::Init()
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m_default_configuration["CaptureWidth"] = "640";
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m_default_configuration["crc_hack_level"] = std::to_string(static_cast<s8>(CRCHackLevel::Automatic));
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m_default_configuration["CrcHacksExclusions"] = "";
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m_default_configuration["disable_hw_gl_draw"] = "0";
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m_default_configuration["disable_shader_cache"] = "0";
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m_default_configuration["DisableDualSourceBlend"] = "0";
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m_default_configuration["DisableFramebufferFetch"] = "0";
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@ -57,8 +57,6 @@ GSDeviceOGL::GSDeviceOGL()
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#ifdef ENABLE_OGL_DEBUG
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m_debug_gl_file = fopen("GS_opengl_debug.txt", "w");
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#endif
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m_disable_hw_gl_draw = theApp.GetConfigB("disable_hw_gl_draw");
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}
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GSDeviceOGL::~GSDeviceOGL()
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@ -723,25 +721,19 @@ void GSDeviceOGL::DrawPrimitive()
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void GSDeviceOGL::DrawIndexedPrimitive()
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{
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if (!m_disable_hw_gl_draw)
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{
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g_perfmon.Put(GSPerfMon::DrawCalls, 1);
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glDrawElementsBaseVertex(m_draw_topology, static_cast<u32>(m_index.count), GL_UNSIGNED_INT,
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reinterpret_cast<void*>(static_cast<u32>(m_index.start) * sizeof(u32)), static_cast<GLint>(m_vertex.start));
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}
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g_perfmon.Put(GSPerfMon::DrawCalls, 1);
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glDrawElementsBaseVertex(m_draw_topology, static_cast<u32>(m_index.count), GL_UNSIGNED_INT,
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reinterpret_cast<void*>(static_cast<u32>(m_index.start) * sizeof(u32)), static_cast<GLint>(m_vertex.start));
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}
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void GSDeviceOGL::DrawIndexedPrimitive(int offset, int count)
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{
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//ASSERT(offset + count <= (int)m_index.count);
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if (!m_disable_hw_gl_draw)
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{
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g_perfmon.Put(GSPerfMon::DrawCalls, 1);
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glDrawElementsBaseVertex(m_draw_topology, count, GL_UNSIGNED_INT,
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reinterpret_cast<void*>((static_cast<u32>(m_index.start) + static_cast<u32>(offset)) * sizeof(u32)),
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static_cast<GLint>(m_vertex.start));
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}
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g_perfmon.Put(GSPerfMon::DrawCalls, 1);
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glDrawElementsBaseVertex(m_draw_topology, count, GL_UNSIGNED_INT,
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reinterpret_cast<void*>((static_cast<u32>(m_index.start) + static_cast<u32>(offset)) * sizeof(u32)),
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static_cast<GLint>(m_vertex.start));
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}
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void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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@ -213,8 +213,6 @@ public:
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private:
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static FILE* m_debug_gl_file;
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bool m_disable_hw_gl_draw;
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// Place holder for the GLSL shader code (to avoid useless reload)
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std::string m_shader_common_header;
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std::string m_shader_tfx_vgs;
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