GPU: Refactor "VertexShader" namespace to "Shader".
- Also renames "vertex_shader.*" to "shader_interpreter.*"
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cebf245504
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642b9b5030
14 changed files with 49 additions and 51 deletions
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@ -202,9 +202,9 @@ void RasterizerOpenGL::Reset() {
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res_cache.FullFlush();
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}
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void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) {
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) {
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vertex_batch.push_back(HardwareVertex(v0));
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vertex_batch.push_back(HardwareVertex(v1));
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vertex_batch.push_back(HardwareVertex(v2));
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@ -9,7 +9,7 @@
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#include "common/common_types.h"
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#include "video_core/hwrasterizer_base.h"
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#include "video_core/vertex_shader.h"
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#include "video_core/shader_interpreter.h"
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#include "gl_state.h"
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#include "gl_rasterizer_cache.h"
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@ -27,9 +27,9 @@ public:
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void Reset() override;
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/// Queues the primitive formed by the given vertices for rendering
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void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) override;
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void AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) override;
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/// Draw the current batch of triangles
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void DrawTriangles() override;
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@ -82,7 +82,7 @@ private:
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex(const Pica::VertexShader::OutputVertex& v) {
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HardwareVertex(const Pica::Shader::OutputVertex& v) {
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position[0] = v.pos.x.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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