Delete some old now-unused variables, and remove an accidental use.

This commit is contained in:
Henrik Rydgård committed 2026-06-03 13:28:40 +02:00
1 parent 2d7ebe0835
commit 1624a6da83
4 files changed
+9 -36

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+4 -7
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@@ -1121,16 +1121,12 @@ static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&in
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;
float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
float dx = 1.0f;
float dy = 1.0f;
float du = 1.0f / gstate_c.curTextureWidth;
float dv = 1.0f / gstate_c.curTextureHeight;
if (throughmode) {
dx = 1.0f;
dy = 1.0f;
}
maxIndex = 4 * vertexCount;
for (int i = 0; i < vertexCount; ++i) {
const TransformedVertex &transVtxTL = transformed[indsIn[i]];
@@ -1173,6 +1169,7 @@ static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&in
indsOut[3] = i * 4 + 3;
indsOut[4] = i * 4 + 0;
indsOut[5] = i * 4 + 2;
trans += 4;
indsOut += 6;
}
-17
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@@ -310,23 +310,6 @@ static void SetMatrix4x3(GLRenderManager *render, GLint *uniform, const float *m
render->SetUniformM4x4(uniform, m4x4);
}
static inline void FlipProjMatrix(Matrix4x4 &in) {
const bool invertedY = gstate_c.vpHeight < 0;
if (invertedY) {
in[1] = -in[1];
in[5] = -in[5];
in[9] = -in[9];
in[13] = -in[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
in[0] = -in[0];
in[4] = -in[4];
in[8] = -in[8];
in[12] = -in[12];
}
}
static inline bool GuessVRDrawingHUD(bool is2D, bool flatScreen) {
bool hud = true;
+5 -2
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@@ -341,8 +341,11 @@ void GPUStateCache::DoState(PointerWrap &p) {
Do(p, actualTextureHeight);
// curTextureXOffset and curTextureYOffset don't need to be saved. Well, the above don't either...
Do(p, vpWidth);
Do(p, vpHeight);
// previously vpWidth, vpHeight. Remove in future versions.
float dummy = 0.0f;
Do(p, dummy);
Do(p, dummy);
if (s == 4) {
float oldDepth = 1.0f;
Do(p, oldDepth);
-10
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@@ -651,16 +651,6 @@ public:
int curTextureYOffset;
bool curTextureIs3D;
float vpWidth;
float vpHeight;
float vpXOffset;
float vpYOffset;
float vpZOffset;
float vpWidthScale;
float vpHeightScale;
float vpDepthScale;
// Cached 4x4 products of the matrices.
// Useful for culling and extracing the final Z from vertices (so we can check if clipping is needed).
// Most often, world changes the most.