2
1
Fork 0
mirror of https://github.com/yuzu-emu/yuzu.git synced 2024-07-04 23:31:19 +01:00

gl_rasterizer: Silence misc warnings

This commit is contained in:
ReinUsesLisp 2020-03-18 17:25:14 -03:00
parent 9f46066bda
commit acf328a71f

View file

@ -93,10 +93,6 @@ void oglEnable(GLenum cap, bool state) {
(state ? glEnable : glDisable)(cap); (state ? glEnable : glDisable)(cap);
} }
void oglEnablei(GLenum cap, bool state, GLuint index) {
(state ? glEnablei : glDisablei)(cap, index);
}
} // Anonymous namespace } // Anonymous namespace
RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window, RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
@ -478,7 +474,6 @@ void RasterizerOpenGL::Clear() {
void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
MICROPROFILE_SCOPE(OpenGL_Drawing); MICROPROFILE_SCOPE(OpenGL_Drawing);
auto& gpu = system.GPU().Maxwell3D(); auto& gpu = system.GPU().Maxwell3D();
const auto& regs = gpu.regs;
query_cache.UpdateCounters(); query_cache.UpdateCounters();
@ -529,7 +524,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
// Upload vertex and index data. // Upload vertex and index data.
SetupVertexBuffer(); SetupVertexBuffer();
SetupVertexInstances(); SetupVertexInstances();
GLintptr index_buffer_offset; GLintptr index_buffer_offset = 0;
if (is_indexed) { if (is_indexed) {
index_buffer_offset = SetupIndexBuffer(); index_buffer_offset = SetupIndexBuffer();
} }
@ -555,7 +550,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
ConfigureFramebuffers(); ConfigureFramebuffers();
// Signal the buffer cache that we are not going to upload more things. // Signal the buffer cache that we are not going to upload more things.
const bool invalidate = buffer_cache.Unmap(); buffer_cache.Unmap();
// Now that we are no longer uploading data, we can safely bind the buffers to OpenGL. // Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
vertex_array_pushbuffer.Bind(); vertex_array_pushbuffer.Bind();