GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline.

This commit is contained in:
lightningterror 2019-01-24 18:18:22 +01:00
parent 78f0b65e19
commit 7b4133ac08
1 changed files with 12 additions and 10 deletions

View File

@ -25,20 +25,20 @@
#include "GSTextureCache11.h"
#include "Renderers/HW/GSVertexHW.h"
class GSRendererDX11 : public GSRendererHW
class GSRendererDX11 final : public GSRendererHW
{
private:
bool UserHacks_AlphaHack;
bool UserHacks_AlphaStencil;
protected:
void ResetStates();
void SetupIA(const float& sx, const float& sy);
void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
void EmulateZbuffer();
void EmulateTextureShuffleAndFbmask();
void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
void EmulateTextureSampler(const GSTextureCache::Source* tex);
virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
private:
inline void ResetStates();
inline void SetupIA(const float& sx, const float& sy);
inline void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
inline void EmulateZbuffer();
inline void EmulateTextureShuffleAndFbmask();
inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
GSDeviceDX::VSSelector m_vs_sel;
GSDeviceDX::GSSelector m_gs_sel;
@ -56,5 +56,7 @@ public:
GSRendererDX11();
virtual ~GSRendererDX11() {}
void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final;
bool CreateDevice(GSDevice* dev);
};