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Reformat all the things. Have fun with merge conflicts.
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@ -17,31 +17,31 @@ void UpdateProjectionHack(int iParams[], std::string sParams[]);
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class VertexShaderManager
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{
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public:
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static void Init();
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static void Dirty();
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static void Shutdown();
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static void DoState(PointerWrap &p);
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static void Init();
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static void Dirty();
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static void Shutdown();
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static void DoState(PointerWrap& p);
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// constant management
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static void SetConstants();
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// constant management
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static void SetConstants();
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static void InvalidateXFRange(int start, int end);
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static void SetTexMatrixChangedA(u32 value);
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static void SetTexMatrixChangedB(u32 value);
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static void SetViewportChanged();
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static void SetProjectionChanged();
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static void SetMaterialColorChanged(int index);
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static void InvalidateXFRange(int start, int end);
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static void SetTexMatrixChangedA(u32 value);
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static void SetTexMatrixChangedB(u32 value);
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static void SetViewportChanged();
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static void SetProjectionChanged();
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static void SetMaterialColorChanged(int index);
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static void TranslateView(float x, float y, float z = 0.0f);
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static void RotateView(float x, float y);
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static void ResetView();
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static void TranslateView(float x, float y, float z = 0.0f);
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static void RotateView(float x, float y);
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static void ResetView();
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// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
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// out: 4 floats which will be initialized with the corresponding clip space coordinates
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// NOTE: g_fProjectionMatrix must be up to date when this is called
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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static void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
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// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
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// out: 4 floats which will be initialized with the corresponding clip space coordinates
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// NOTE: g_fProjectionMatrix must be up to date when this is called
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// (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
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static void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
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static VertexShaderConstants constants;
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static bool dirty;
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static VertexShaderConstants constants;
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static bool dirty;
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};
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