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.
This commit is contained in:
degasus
2014-01-15 16:58:36 +01:00
parent a561c436fc
commit 5e5db9fbc6
10 changed files with 34 additions and 37 deletions

View File

@ -38,7 +38,7 @@ static void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char*
}
template<class T>
static inline void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
static inline void GenerateVSOutputStruct(T& object, API_TYPE api_type)
{
object.Write("struct VS_OUTPUT {\n");
DefineVSOutputStructMember(object, api_type, "float4", "pos", -1, "POSITION");
@ -99,7 +99,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("};\n");
GenerateVSOutputStruct(out, components, api_type);
GenerateVSOutputStruct(out, api_type);
uid_data.numTexGens = xfregs.numTexGen.numTexGens;
uid_data.components = components;
@ -467,7 +467,7 @@ void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE
GenerateVertexShader<VertexShaderCode>(object, components, api_type);
}
void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
void GenerateVSOutputStructForGS(ShaderCode& object, API_TYPE api_type)
{
GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
GenerateVSOutputStruct<ShaderCode>(object, api_type);
}