[D3D12] Remove leftovers of old resolve code

This commit is contained in:
Triang3l 2020-11-26 23:06:46 +03:00
parent 6ab665f6e2
commit e3a82e1930
1 changed files with 1 additions and 47 deletions

View File

@ -272,17 +272,14 @@ class RenderTargetCache {
const PipelineRenderTarget* GetCurrentPipelineRenderTargets() const {
return current_pipeline_render_targets_;
}
// Performs the resolve to a shared memory area according to the current
// register values, and also clears the EDRAM buffer if needed. Must be in a
// frame for calling.
bool Resolve(const Memory& memory, D3D12SharedMemory& shared_memory,
TextureCache& texture_cache, uint32_t& written_address_out,
uint32_t& written_length_out);
bool Resolve(D3D12SharedMemory* shared_memory, TextureCache* texture_cache,
Memory* memory, uint32_t& written_address_out,
uint32_t& written_length_out);
// Flushes the render targets to EDRAM and unbinds them, for instance, when
// the command processor takes over framebuffer bindings to draw something
// special. May change the CBV/SRV/UAV descriptor heap.
@ -399,37 +396,6 @@ class RenderTargetCache {
RenderTarget* render_target;
};
// Converting resolve pipeline.
struct ResolvePipeline {
ID3D12PipelineState* pipeline;
DXGI_FORMAT dest_format;
};
union ResolveTargetKey {
struct {
// 2560 / 32 = 80 (7 bits), * 2 for 2x resolution scale = 160 (8 bits).
uint32_t width_div_32 : 8;
uint32_t height_div_32 : 8;
DXGI_FORMAT format : 16;
};
uint32_t value;
};
// Target for converting resolves.
struct ResolveTarget {
ID3D12Resource* resource;
D3D12_RESOURCE_STATES state;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
ResolveTargetKey key;
#if 0
// The first 4 MB page in the heaps.
uint32_t heap_page_first;
#endif
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
// Buffer size needed to copy the resolve target to a linear buffer.
uint32_t copy_buffer_size;
};
uint32_t GetEdramBufferSize() const;
void TransitionEdramBuffer(D3D12_RESOURCE_STATES new_state);
@ -470,18 +436,6 @@ class RenderTargetCache {
RenderTarget* const* render_targets,
const uint32_t* edram_bases);
// Returns any available resolve target placed at least at
// min_heap_first_page, or tries to place it at the specified position (if not
// possible, will place it in the next heap).
#if 0
ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
DXGI_FORMAT format,
uint32_t min_heap_first_page);
#else
ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
DXGI_FORMAT format);
#endif
D3D12CommandProcessor& command_processor_;
const RegisterFile& register_file_;
TraceWriter& trace_writer_;