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https://github.com/dolphin-emu/dolphin.git
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VideoSW: Drop HwRasterizer
I don't remember it being working, and nobody cares about performance of videosw.
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52de4cc476
commit
e3e0399af2
12 changed files with 31 additions and 509 deletions
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@ -17,12 +17,12 @@
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#include "Core/HW/VideoInterface.h"
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
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#include "VideoBackends/Software/BPMemLoader.h"
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#include "VideoBackends/Software/Clipper.h"
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#include "VideoBackends/Software/DebugUtil.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/HwRasterizer.h"
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#include "VideoBackends/Software/OpcodeDecoder.h"
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#include "VideoBackends/Software/Rasterizer.h"
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#include "VideoBackends/Software/SWCommandProcessor.h"
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@ -91,7 +91,6 @@ bool VideoSoftware::Initialize(void *window_handle)
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OpcodeDecoder::Init();
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Clipper::Init();
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Rasterizer::Init();
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HwRasterizer::Init();
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SWRenderer::Init();
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DebugUtil::Init();
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@ -155,7 +154,6 @@ void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
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void VideoSoftware::Shutdown()
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{
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// TODO: should be in Video_Cleanup
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HwRasterizer::Shutdown();
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SWRenderer::Shutdown();
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DebugUtil::Shutdown();
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@ -190,7 +188,6 @@ void VideoSoftware::Video_Prepare()
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_INIT);
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HwRasterizer::Prepare();
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SWRenderer::Prepare();
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INFO_LOG(VIDEO, "Video backend initialized.");
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@ -221,14 +218,11 @@ void VideoSoftware::Video_EndField()
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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if (!g_SWVideoConfig.bHwRasterizer)
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if (!g_SWVideoConfig.bBypassXFB)
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{
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if (!g_SWVideoConfig.bBypassXFB)
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{
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EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
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EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
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SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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// Ideally we would just move all the OpenGL context stuff to the CPU thread,
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