ShaderGen: Static inline everything.

This commit is contained in:
NeoBrainX
2013-08-12 12:52:28 +02:00
parent 69a5a79c03
commit 22d9736787
4 changed files with 46 additions and 48 deletions

View File

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