GPU: Refactor "VertexShader" namespace to "Shader".

- Also renames "vertex_shader.*" to "shader_interpreter.*"
This commit is contained in:
bunnei 2015-07-21 19:04:05 -04:00
parent cebf245504
commit 642b9b5030
14 changed files with 49 additions and 51 deletions

View file

@ -202,9 +202,9 @@ void RasterizerOpenGL::Reset() {
res_cache.FullFlush();
}
void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) {
void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
vertex_batch.push_back(HardwareVertex(v0));
vertex_batch.push_back(HardwareVertex(v1));
vertex_batch.push_back(HardwareVertex(v2));

View file

@ -9,7 +9,7 @@
#include "common/common_types.h"
#include "video_core/hwrasterizer_base.h"
#include "video_core/vertex_shader.h"
#include "video_core/shader_interpreter.h"
#include "gl_state.h"
#include "gl_rasterizer_cache.h"
@ -27,9 +27,9 @@ public:
void Reset() override;
/// Queues the primitive formed by the given vertices for rendering
void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
const Pica::VertexShader::OutputVertex& v1,
const Pica::VertexShader::OutputVertex& v2) override;
void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
/// Draw the current batch of triangles
void DrawTriangles() override;
@ -82,7 +82,7 @@ private:
/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex(const Pica::VertexShader::OutputVertex& v) {
HardwareVertex(const Pica::Shader::OutputVertex& v) {
position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32();
position[2] = v.pos.z.ToFloat32();