ShaderGenerators: Remove unnecessary inline keywords
Static by itself is sufficient
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@ -24,11 +24,11 @@ static const char* primitives_d3d[] =
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"triangle"
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};
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template<class T> static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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template<class T> static inline void EndPrimitive(T& out, API_TYPE ApiType);
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template<class T> static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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template<class T> static void EndPrimitive(T& out, API_TYPE ApiType);
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template<class T>
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static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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{
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T out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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@ -284,7 +284,7 @@ static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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template<class T>
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static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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{
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if (g_ActiveConfig.bWireFrame && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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@ -305,7 +305,7 @@ static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool
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out.Write("\toutput.Append(ps);\n");
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}
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template<class T>
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static inline void EndPrimitive(T& out, API_TYPE ApiType)
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static void EndPrimitive(T& out, API_TYPE ApiType)
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{
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if (g_ActiveConfig.bWireFrame)
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EmitVertex<T>(out, "first", ApiType);
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@ -154,14 +154,14 @@ static const char *tevRasTable[] =
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static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
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static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
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template<class T> static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]);
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template<class T> static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);
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template<class T> static inline void SampleTexture(T& out, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
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template<class T> static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
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template<class T> static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data);
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template<class T> static void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5]);
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template<class T> static void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift);
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template<class T> static void SampleTexture(T& out, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
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template<class T> static void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
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template<class T> static void WriteFog(T& out, pixel_shader_uid_data* uid_data);
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template<class T>
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static inline T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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{
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T out;
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const u32 components = VertexLoaderManager::g_current_components;
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@ -657,7 +657,7 @@ static inline T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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template<class T>
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static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5])
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static void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, API_TYPE ApiType, const char swapModeTable[4][5])
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{
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int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
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bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
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@ -941,7 +941,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data* uid_data, int n, AP
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}
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template<class T>
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static inline void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift)
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static void WriteTevRegular(T& out, const char* components, int bias, int op, int clamp, int shift)
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{
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const char *tevScaleTableLeft[] =
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{
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@ -994,7 +994,7 @@ static inline void WriteTevRegular(T& out, const char* components, int bias, int
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}
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template<class T>
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static inline void SampleTexture(T& out, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
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static void SampleTexture(T& out, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
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{
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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@ -1025,7 +1025,7 @@ static const char *tevAlphaFunclogicTable[] =
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};
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template<class T>
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static inline void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
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static void WriteAlphaTest(T& out, pixel_shader_uid_data* uid_data, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
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{
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static const char *alphaRef[2] =
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{
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@ -1100,7 +1100,7 @@ static const char *tevFogFuncsTable[] =
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};
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template<class T>
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static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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static void WriteFog(T& out, pixel_shader_uid_data* uid_data)
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{
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uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
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if (bpmem.fog.c_proj_fsel.fsel == 0)
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@ -12,7 +12,7 @@
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#include "VideoCommon/VideoConfig.h"
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template<class T>
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static inline T GenerateVertexShader(API_TYPE api_type)
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static T GenerateVertexShader(API_TYPE api_type)
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{
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T out;
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const u32 components = VertexLoaderManager::g_current_components;
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