c85e0a2586
Keeps associated data together. It also eliminates the possibility of out parameters not being initialized properly. For example, consider the following example: -- some FramebufferManager implementation -- void FBMgrImpl::GetTargetSize(u32* width, u32* height) override { // Do nothing } -- somewhere else where the function is used -- u32 width, height; framebuffer_manager_instance->GetTargetSize(&width, &height); if (texture_width != width) <-- Uninitialized variable usage { ... } It makes it much more obvious to spot any initialization issues, because it requires something to be returned, as opposed to allowing an implementation to just not do anything. |
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.. | ||
CMakeLists.txt | ||
FramebufferManager.h | ||
Null.vcxproj | ||
NullBackend.cpp | ||
PerfQuery.h | ||
Render.cpp | ||
Render.h | ||
ShaderCache.cpp | ||
ShaderCache.h | ||
TextureCache.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VideoBackend.h |