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ShaderGen: Static inline everything.
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@ -173,7 +173,7 @@ private:
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};
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template<class T>
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static void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
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static inline void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if (ApiType == API_OPENGL)
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return; // Nothing to do here
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@ -182,7 +182,7 @@ static void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const
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}
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template<class T>
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static void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos)
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static inline void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos)
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{
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if (using_ubos)
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return;
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@ -191,7 +191,7 @@ static void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos)
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}
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template<class T>
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static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name)
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static inline void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name)
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{
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WriteLocation(object, api_type, using_ubos);
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object.Write("%s %s ", type, name);
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