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Delete some old now-unused variables, and remove an accidental use.
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2d7ebe0835
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-36
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@@ -1121,16 +1121,12 @@ static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&in
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
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float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
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float dx = 1.0f;
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float dy = 1.0f;
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float du = 1.0f / gstate_c.curTextureWidth;
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float dv = 1.0f / gstate_c.curTextureHeight;
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if (throughmode) {
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dx = 1.0f;
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dy = 1.0f;
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}
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maxIndex = 4 * vertexCount;
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for (int i = 0; i < vertexCount; ++i) {
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const TransformedVertex &transVtxTL = transformed[indsIn[i]];
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@@ -1173,6 +1169,7 @@ static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&in
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indsOut[3] = i * 4 + 3;
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indsOut[4] = i * 4 + 0;
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indsOut[5] = i * 4 + 2;
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trans += 4;
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indsOut += 6;
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}
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@@ -310,23 +310,6 @@ static void SetMatrix4x3(GLRenderManager *render, GLint *uniform, const float *m
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render->SetUniformM4x4(uniform, m4x4);
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}
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static inline void FlipProjMatrix(Matrix4x4 &in) {
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const bool invertedY = gstate_c.vpHeight < 0;
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if (invertedY) {
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in[1] = -in[1];
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in[5] = -in[5];
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in[9] = -in[9];
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in[13] = -in[13];
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}
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const bool invertedX = gstate_c.vpWidth < 0;
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if (invertedX) {
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in[0] = -in[0];
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in[4] = -in[4];
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in[8] = -in[8];
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in[12] = -in[12];
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}
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}
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static inline bool GuessVRDrawingHUD(bool is2D, bool flatScreen) {
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bool hud = true;
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+5
-2
@@ -341,8 +341,11 @@ void GPUStateCache::DoState(PointerWrap &p) {
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Do(p, actualTextureHeight);
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// curTextureXOffset and curTextureYOffset don't need to be saved. Well, the above don't either...
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Do(p, vpWidth);
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Do(p, vpHeight);
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// previously vpWidth, vpHeight. Remove in future versions.
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float dummy = 0.0f;
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Do(p, dummy);
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Do(p, dummy);
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if (s == 4) {
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float oldDepth = 1.0f;
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Do(p, oldDepth);
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@@ -651,16 +651,6 @@ public:
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int curTextureYOffset;
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bool curTextureIs3D;
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float vpWidth;
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float vpHeight;
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float vpXOffset;
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float vpYOffset;
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float vpZOffset;
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float vpWidthScale;
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float vpHeightScale;
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float vpDepthScale;
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// Cached 4x4 products of the matrices.
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// Useful for culling and extracing the final Z from vertices (so we can check if clipping is needed).
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// Most often, world changes the most.
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