VideoCommon: Make IsPassthrough() a function of the ShaderUid.

This commit is contained in:
Jules Blok
2014-12-19 13:10:06 +01:00
parent c9e469f832
commit 1b9fe70d7c
4 changed files with 4 additions and 10 deletions

View File

@ -211,7 +211,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
last_uid = uid;
// Check if the shader is a pass-through shader
if (IsPassthroughGeometryShader(uid))
if (uid.GetUidData()->IsPassthrough())
{
// Return the default pass-through shader
last_entry = &pass_entry;

View File

@ -211,7 +211,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !IsPassthroughGeometryShader(uid.guid))
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough())
GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)