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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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.. | ||
BoundingBox.cpp | ||
BoundingBox.h | ||
CMakeLists.txt | ||
D3D12.vcxproj | ||
D3D12.vcxproj.filters | ||
D3DBase.cpp | ||
D3DBase.h | ||
D3DCommandListManager.cpp | ||
D3DCommandListManager.h | ||
D3DDescriptorHeapManager.cpp | ||
D3DDescriptorHeapManager.h | ||
D3DQueuedCommandList.cpp | ||
D3DQueuedCommandList.h | ||
D3DShader.cpp | ||
D3DShader.h | ||
D3DState.cpp | ||
D3DState.h | ||
D3DStreamBuffer.cpp | ||
D3DStreamBuffer.h | ||
D3DTexture.cpp | ||
D3DTexture.h | ||
D3DUtil.cpp | ||
D3DUtil.h | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
main.cpp | ||
NativeVertexFormat.cpp | ||
NativeVertexFormat.h | ||
PerfQuery.cpp | ||
PerfQuery.h | ||
PSTextureEncoder.cpp | ||
PSTextureEncoder.h | ||
Render.cpp | ||
Render.h | ||
ShaderCache.cpp | ||
ShaderCache.h | ||
ShaderConstantsManager.cpp | ||
ShaderConstantsManager.h | ||
StaticShaderCache.cpp | ||
StaticShaderCache.h | ||
TextureCache.cpp | ||
TextureCache.h | ||
TextureEncoder.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VideoBackend.h | ||
XFBEncoder.cpp | ||
XFBEncoder.h |