mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d11: Add final to Renderer class and DrawPrims, also change some voids to inline.
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@ -25,20 +25,20 @@
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#include "GSTextureCache11.h"
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#include "GSTextureCache11.h"
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#include "Renderers/HW/GSVertexHW.h"
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#include "Renderers/HW/GSVertexHW.h"
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class GSRendererDX11 : public GSRendererHW
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class GSRendererDX11 final : public GSRendererHW
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{
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{
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private:
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bool UserHacks_AlphaHack;
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bool UserHacks_AlphaHack;
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bool UserHacks_AlphaStencil;
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bool UserHacks_AlphaStencil;
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protected:
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private:
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void ResetStates();
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inline void ResetStates();
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void SetupIA(const float& sx, const float& sy);
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inline void SetupIA(const float& sx, const float& sy);
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void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
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inline void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
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void EmulateZbuffer();
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inline void EmulateZbuffer();
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void EmulateTextureShuffleAndFbmask();
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inline void EmulateTextureShuffleAndFbmask();
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void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
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inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
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void EmulateTextureSampler(const GSTextureCache::Source* tex);
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inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
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virtual void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex);
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GSDeviceDX::VSSelector m_vs_sel;
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GSDeviceDX::VSSelector m_vs_sel;
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GSDeviceDX::GSSelector m_gs_sel;
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GSDeviceDX::GSSelector m_gs_sel;
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@ -56,5 +56,7 @@ public:
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GSRendererDX11();
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GSRendererDX11();
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virtual ~GSRendererDX11() {}
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virtual ~GSRendererDX11() {}
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void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final;
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bool CreateDevice(GSDevice* dev);
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bool CreateDevice(GSDevice* dev);
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};
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};
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