ShaderGeneration: Get rid of static buffers

This commit is contained in:
Lioncash
2015-12-26 16:00:23 -05:00
parent be8410dcad
commit 8ce3a4aa70
11 changed files with 63 additions and 118 deletions

View File

@ -7,10 +7,8 @@
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
static char text[16384];
static const char* primitives_ogl[] =
{
@ -39,12 +37,6 @@ static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
if (is_writing_shadercode)
text[sizeof(text) - 1] = 0x7C; // canary
uid_data->primitive_type = primitive_type;
const unsigned int vertex_in = primitive_type + 1;
unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
@ -288,12 +280,6 @@ static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
out.Write("}\n");
if (is_writing_shadercode)
{
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!");
}
return out;
}