mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Remove unused function OMSetRenderTargets with UnorderedAccessView.
Note ID3D11UnorderedAccessView parameters are also unused but could be useful for future DATE ports.
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@ -1479,43 +1479,6 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
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}
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}
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void GSDevice11::OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor)
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{
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m_ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, count, uav, counters);
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m_state.rt_view = NULL;
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m_state.rt_texture = NULL;
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m_state.rt_ds = NULL;
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m_state.dsv = NULL;
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if(m_state.viewport != rtsize)
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{
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m_state.viewport = rtsize;
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(vp));
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = (float)rtsize.x;
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vp.Height = (float)rtsize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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m_ctx->RSSetViewports(1, &vp);
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}
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GSVector4i r = scissor ? *scissor : GSVector4i(rtsize).zwxy();
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if(!m_state.scissor.eq(r))
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{
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m_state.scissor = r;
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m_ctx->RSSetScissorRects(1, r);
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}
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}
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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)
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{
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HRESULT hr;
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@ -522,7 +522,6 @@ public:
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 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(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, 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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