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149a97e396
Zero-initialization zeroes out all members and padding bits, so this is safe to do. While we're at it, also add static assertions that enforce the necessary requirements of a UID type explicitly within the ShaderUid class. This way, we can remove several memset calls around the shader generation code that makes sure the underlying UID data is zeroed out. Now our ShaderUid class enforces this for us, so we don't need to care about it at the usage sites.
29 lines
755 B
C++
29 lines
755 B
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <functional>
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#include "VideoCommon/PixelShaderGen.h"
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namespace UberShader
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{
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#pragma pack(1)
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struct vertex_ubershader_uid_data
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{
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u32 num_texgens : 4;
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u32 NumValues() const { return sizeof(vertex_ubershader_uid_data); }
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};
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#pragma pack()
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using VertexShaderUid = ShaderUid<vertex_ubershader_uid_data>;
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VertexShaderUid GetVertexShaderUid();
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ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_ubershader_uid_data* uid_data);
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void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback);
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} // namespace UberShader
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