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-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.h21
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> {