Clean up unused parameters

This commit is contained in:
Henrik Rydgård committed 2026-07-24 15:31:42 +02:00
1 parent 906d877019
commit 8b05f703a4
6 files changed
+9 -9

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+1 -1
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@@ -20,7 +20,7 @@ class AndroidGraphicsContext : public GraphicsContext {
public:
// This is different than the base class function since on
// Android (EGL, Vulkan) we do have all this info on the render thread.
virtual bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) = 0;
virtual bool InitFromRenderThread(ANativeWindow *wnd) = 0;
virtual void BeginAndroidShutdown() {}
private:
+1 -1
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@@ -10,7 +10,7 @@ AndroidJavaEGLGraphicsContext::AndroidJavaEGLGraphicsContext() {
SetGPUBackend(GPUBackend::OPENGL);
}
bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) {
bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd) {
INFO_LOG(Log::G3D, "AndroidJavaEGLGraphicsContext::InitFromRenderThread");
if (!CheckGLExtensions()) {
ERROR_LOG(Log::G3D, "CheckGLExtensions failed - not gonna attempt starting up.");
+1 -1
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@@ -12,7 +12,7 @@ public:
bool NeedsRenderThread() const override { return true; }
// This performs the actual initialization,
bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) override;
bool InitFromRenderThread(ANativeWindow *wnd) override;
void ShutdownFromRenderThread() override;
+2 -2
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@@ -55,8 +55,8 @@ bool AndroidVulkanContext::InitAPI() {
return true;
}
bool AndroidVulkanContext::InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) {
INFO_LOG(Log::G3D, "AndroidVulkanContext::InitFromRenderThread: desiredwidth=%d desiredheight=%d", desiredBackbufferSizeX, desiredBackbufferSizeY);
bool AndroidVulkanContext::InitFromRenderThread(ANativeWindow *wnd) {
INFO_LOG(Log::G3D, "AndroidVulkanContext::InitFromRenderThread");
if (!g_Vulkan) {
ERROR_LOG(Log::G3D, "AndroidVulkanContext::InitFromRenderThread: No Vulkan context");
return false;
+1 -1
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@@ -11,7 +11,7 @@ public:
bool InitAPI();
bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) override;
bool InitFromRenderThread(ANativeWindow *wnd) override;
void ShutdownFromRenderThread() override; // Inverses InitFromRenderThread.
void Shutdown() override;
+3 -3
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@@ -1034,7 +1034,7 @@ extern "C" jboolean Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * e
std::string errorMessage;
if (!renderer_inited) {
INFO_LOG(Log::G3D, "NativeApp.displayInit() first time");
if (!graphicsContext->InitFromRenderThread(nullptr, 0, 0, 0, 0)) {
if (!graphicsContext->InitFromRenderThread((ANativeWindow *)nullptr)) {
System_Toast("Graphics initialization failed. Quitting.");
return false;
}
@@ -1068,7 +1068,7 @@ extern "C" jboolean Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * e
INFO_LOG(Log::G3D, "Shut down both threads. Now let's bring it up again!");
if (!graphicsContext->InitFromRenderThread(nullptr, 0, 0, 0, 0)) {
if (!graphicsContext->InitFromRenderThread((ANativeWindow *)nullptr)) {
System_Toast("Graphics initialization failed. Quitting.");
return false;
}
@@ -1769,7 +1769,7 @@ static void VulkanEmuThread(ANativeWindow *wnd) {
WARN_LOG(Log::G3D, "runVulkanRenderLoop. display_xres=%d display_yres=%d desiredBackbufferSizeX=%d desiredBackbufferSizeY=%d",
display_xres, display_yres, desiredBackbufferSizeX, desiredBackbufferSizeY);
if (!graphicsContext->InitFromRenderThread(wnd, desiredBackbufferSizeX, desiredBackbufferSizeY, backbuffer_format, androidVersion)) {
if (!graphicsContext->InitFromRenderThread(wnd)) {
// On Android, if we get here, really no point in continuing.
// The UI is supposed to render on any device both on OpenGL and Vulkan. If either of those don't work
// on a device, we blacklist it. Hopefully we should have already failed in InitAPI anyway and reverted to GL back then.