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VideoCommon: cleanup of "components" usage
This "u32 components" is a list of flags which attributes of the vertex loader are present. We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
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@ -38,7 +38,7 @@ static void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char*
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}
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template<class T>
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static inline void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
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static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
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{
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object.Write("struct VS_OUTPUT {\n");
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DefineVSOutputStructMember(object, api_type, "float4", "pos", -1, "POSITION");
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@ -99,7 +99,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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out.Write("};\n");
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GenerateVSOutputStruct(out, components, api_type);
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GenerateVSOutputStruct(out, api_type);
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uid_data.numTexGens = xfregs.numTexGen.numTexGens;
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uid_data.components = components;
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@ -467,7 +467,7 @@ void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE
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GenerateVertexShader<VertexShaderCode>(object, components, api_type);
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}
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void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
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void GenerateVSOutputStructForGS(ShaderCode& object, API_TYPE api_type)
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{
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GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
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GenerateVSOutputStruct<ShaderCode>(object, api_type);
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}
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