Move g_VertexShaderSource macro towards VertexShaderSource.cpp (in preparation for the next commit, that's going to use it)

This commit is contained in:
patrickvl 2020-04-30 14:47:04 +02:00
parent e94be42c40
commit ddc5d14c52
3 changed files with 4 additions and 1 deletions

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@ -842,7 +842,6 @@ typedef struct {
typedef std::unordered_map<resource_key_t, resource_info_t, resource_key_hash> resource_cache_t;
resource_cache_t g_Cxbx_Cached_Direct3DResources;
resource_cache_t g_Cxbx_Cached_PaletizedTextures;
VertexShaderSource g_VertexShaderSource = VertexShaderSource();
bool IsResourceAPixelContainer(XTL::DWORD XboxResource_Common)
{

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@ -5,6 +5,8 @@
#include "Logging.h"
#include "util/hasher.h"
#include "core/kernel/support/Emu.h"
VertexShaderSource g_VertexShaderSource = VertexShaderSource();
ID3DBlob* AsyncCreateVertexShader(IntermediateVertexShader intermediateShader, ShaderKey key) {
// HACK set thread affinity every call to reduce interference with Xbox main thread

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@ -41,5 +41,7 @@ private:
bool VertexShaderSource::_FindShader(ShaderKey key, LazyVertexShader** ppLazyShader);
};
extern VertexShaderSource g_VertexShaderSource;
#endif