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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-08-25 06:28:26 +0200 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-09-04 06:54:43 +0200 |
commit | 42e1bb6d468523994af29dba1d6dcfc1b87274ea (patch) | |
tree | a54e5ba084ec406efdd555a50ff7d2502ccf6b6c /src/video_core/renderer_opengl/gl_shader_cache.h | |
parent | Merge pull request #2835 from chris062689/master (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_cache.h | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.h b/src/video_core/renderer_opengl/gl_shader_cache.h index 2c8faf855..de195cc5d 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.h +++ b/src/video_core/renderer_opengl/gl_shader_cache.h @@ -86,22 +86,6 @@ private: explicit CachedShader(const ShaderParameters& params, ProgramType program_type, GLShader::ProgramResult result); - // Geometry programs. These are needed because GLSL needs an input topology but it's not - // declared by the hardware. Workaround this issue by generating a different shader per input - // topology class. - struct GeometryPrograms { - CachedProgram points; - CachedProgram lines; - CachedProgram lines_adjacency; - CachedProgram triangles; - CachedProgram triangles_adjacency; - }; - - GLuint GetGeometryShader(const ProgramVariant& variant); - - /// Generates a geometry shader or returns one that already exists. - GLuint LazyGeometryProgram(CachedProgram& target_program, const ProgramVariant& variant); - CachedProgram TryLoadProgram(const ProgramVariant& variant) const; ShaderDiskCacheUsage GetUsage(const ProgramVariant& variant) const; @@ -117,11 +101,6 @@ private: std::size_t shader_length{}; std::unordered_map<ProgramVariant, CachedProgram> programs; - std::unordered_map<ProgramVariant, GeometryPrograms> geometry_programs; - - std::unordered_map<u32, GLuint> cbuf_resource_cache; - std::unordered_map<u32, GLuint> gmem_resource_cache; - std::unordered_map<u32, GLint> uniform_cache; }; class ShaderCacheOpenGL final : public RasterizerCache<Shader> { |