General: Make use of std::nullopt where applicable

Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.

This also makes it consistent how we return empty optionals.
This commit is contained in:
Lioncash 2020-09-22 17:31:53 -04:00
parent c07fd2898b
commit ff45c39578
17 changed files with 60 additions and 59 deletions

View file

@ -813,7 +813,7 @@ private:
const u8 location = static_cast<u8>(static_cast<u32>(index) * 4 + element);
const auto it = transform_feedback.find(location);
if (it == transform_feedback.end()) {
return {};
return std::nullopt;
}
return it->second.components;
}
@ -1295,21 +1295,21 @@ private:
switch (element) {
case 0:
UNIMPLEMENTED();
return {};
return std::nullopt;
case 1:
if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
return {};
return std::nullopt;
}
return {{"gl_Layer", Type::Int}};
case 2:
if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
return {};
return std::nullopt;
}
return {{"gl_ViewportIndex", Type::Int}};
case 3:
return {{"gl_PointSize", Type::Float}};
}
return {};
return std::nullopt;
case Attribute::Index::FrontColor:
return {{"gl_FrontColor"s + GetSwizzle(element), Type::Float}};
case Attribute::Index::FrontSecondaryColor:
@ -1332,7 +1332,7 @@ private:
Type::Float}};
}
UNIMPLEMENTED_MSG("Unhandled output attribute: {}", static_cast<u32>(attribute));
return {};
return std::nullopt;
}
}