Removed uneeded code

This commit is contained in:
2026-05-08 17:33:57 +10:00
parent f85abef237
commit cc23e73d51
6 changed files with 0 additions and 38 deletions

View File

@@ -40,17 +40,6 @@ bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state,
return CompilePreparedLayerProgram(state, passSources, layerProgram, errorMessageSize, errorMessage);
}
bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
std::vector<ShaderPassBuildSource> passSources;
ShaderPassBuildSource passSource;
passSource.passId = "main";
passSource.fragmentShaderSource = fragmentShaderSource;
passSource.outputName = "layerOutput";
passSources.push_back(std::move(passSource));
return CompilePreparedLayerProgram(state, passSources, layerProgram, errorMessageSize, errorMessage);
}
bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;

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@@ -16,7 +16,6 @@ public:
ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);

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@@ -1300,20 +1300,6 @@ bool RuntimeHost::TryAdvanceFrame()
return true;
}
bool RuntimeHost::BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error)
{
std::vector<ShaderPassBuildSource> passSources;
if (!BuildLayerPassFragmentShaderSources(layerId, passSources, error))
return false;
if (passSources.empty())
{
error = "Shader layer produced no compiled passes: " + layerId;
return false;
}
fragmentShaderSource = passSources.front().fragmentShaderSource;
return true;
}
bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error)
{
try

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@@ -51,7 +51,6 @@ public:
void AdvanceFrame();
bool TryAdvanceFrame();
bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error);
std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;

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@@ -143,16 +143,6 @@ ShaderCompiler::ShaderCompiler(
{
}
bool ShaderCompiler::BuildLayerFragmentShaderSource(const ShaderPackage& shaderPackage, std::string& fragmentShaderSource, std::string& error) const
{
if (shaderPackage.passes.empty())
{
error = "Shader package has no render passes: " + shaderPackage.id;
return false;
}
return BuildPassFragmentShaderSource(shaderPackage, shaderPackage.passes.front(), fragmentShaderSource, error);
}
bool ShaderCompiler::BuildPassFragmentShaderSource(const ShaderPackage& shaderPackage, const ShaderPassDefinition& pass, std::string& fragmentShaderSource, std::string& error) const
{
std::string wrapperSource;

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@@ -15,7 +15,6 @@ public:
const std::filesystem::path& patchedGlslPath,
unsigned maxTemporalHistoryFrames);
bool BuildLayerFragmentShaderSource(const ShaderPackage& shaderPackage, std::string& fragmentShaderSource, std::string& error) const;
bool BuildPassFragmentShaderSource(const ShaderPackage& shaderPackage, const ShaderPassDefinition& pass, std::string& fragmentShaderSource, std::string& error) const;
private: