gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.

Note ID3D11UnorderedAccessView parameters are also unused but could be
useful for future DATE ports.
This commit is contained in:
lightningterror 2019-01-28 21:01:22 +01:00
parent 4c477d3cd6
commit ee7749452d
2 changed files with 0 additions and 38 deletions

View File

@ -1479,43 +1479,6 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
}
}
void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor)
{
m_ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, count, uav, counters);
m_state.rt_view = NULL;
m_state.rt_texture = NULL;
m_state.rt_ds = NULL;
m_state.dsv = NULL;
if(m_state.viewport != rtsize)
{
m_state.viewport = rtsize;
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)rtsize.x;
vp.Height = (float)rtsize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
m_ctx->RSSetViewports(1, &vp);
}
GSVector4i r = scissor ? *scissor : GSVector4i(rtsize).zwxy();
if(!m_state.scissor.eq(r))
{
m_state.scissor = r;
m_ctx->RSSetScissorRects(1, r);
}
}
void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
{
HRESULT hr;

View File

@ -522,7 +522,6 @@ public:
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
bool CreateTextureFX();
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);