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Now that we've extracted all of the stateless functions that can be hidden, it's time to make the index generator a regular class with active data members. This can just be a member that sits within the vertex manager base class. By deglobalizing the state of the index generator we also get rid of the wonky dual-initializing that was going on within the OpenGL backend. Since the renderer is always initialized before the vertex manager, we now only call Init() once throughout the execution lifecycle. |
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.. | ||
BoundingBox.cpp | ||
BoundingBox.h | ||
CMakeLists.txt | ||
D3D.vcxproj | ||
D3D.vcxproj.filters | ||
D3DBase.cpp | ||
D3DBase.h | ||
D3DState.cpp | ||
D3DState.h | ||
DXPipeline.cpp | ||
DXPipeline.h | ||
DXShader.cpp | ||
DXShader.h | ||
DXTexture.cpp | ||
DXTexture.h | ||
main.cpp | ||
NativeVertexFormat.cpp | ||
PerfQuery.cpp | ||
PerfQuery.h | ||
Render.cpp | ||
Render.h | ||
SwapChain.cpp | ||
SwapChain.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VideoBackend.h |