ShaderGen: More interface cleanups. Less wtfs :)

This commit is contained in:
NeoBrainX
2013-03-29 22:24:49 +01:00
parent e31c2aa601
commit 2afd892e46
8 changed files with 23 additions and 25 deletions

View File

@ -85,7 +85,8 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data& uid_data = (&out.GetUidData() != NULL) ? out.GetUidData() : dummy_data;
vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
out.SetBuffer(text);
if (out.GetBuffer() != NULL)
@ -535,7 +536,7 @@ void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE
GenerateVertexShader<VertexShaderCode>(object, components, api_type);
}
void GenerateVSOutputStructForGS(ShaderCode<u32>& object, u32 components, API_TYPE api_type)
void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVSOutputStruct<ShaderCode<u32> >(object, components, api_type);
GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
}