VideoCommon: VertexManager -> VertexManagerBase

It may be a bit weird to see calls to static functions in
VertexManagerBase now, but at least it's easier to see what's going on.
This commit is contained in:
Tillmann Karras
2015-11-01 22:54:41 +01:00
parent 89f6451513
commit c52c73f762
10 changed files with 43 additions and 43 deletions

View File

@ -657,7 +657,7 @@ void VertexShaderManager::SetTexMatrixChangedA(u32 Value)
{
if (g_main_cp_state.matrix_index_a.Hex != Value)
{
VertexManager::Flush();
VertexManagerBase::Flush();
if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
bPosNormalMatrixChanged = true;
bTexMatricesChanged[0] = true;
@ -669,7 +669,7 @@ void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
{
if (g_main_cp_state.matrix_index_b.Hex != Value)
{
VertexManager::Flush();
VertexManagerBase::Flush();
bTexMatricesChanged[1] = true;
g_main_cp_state.matrix_index_b.Hex = Value;
}
@ -738,7 +738,7 @@ void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u3
// We use the projection matrix calculated by VertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexManager::SetConstants() has been called first.
// Make sure VertexShaderManager::SetConstants() has been called first.
const float* proj_matrix = &g_fProjectionMatrix[0];
const float t[3] = {