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authorGravatar bunnei2015-07-21 19:04:05 -0400
committerGravatar bunnei2015-08-15 17:33:41 -0400
commit642b9b503040f7da02dcb2c52f3cd4cbf6fee4b2 (patch)
tree85643112608a15fafc304d41c4457a50c453bfcd /src/video_core/rasterizer.cpp
parentMerge pull request #1027 from lioncash/debugger (diff)
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GPU: Refactor "VertexShader" namespace to "Shader".
- Also renames "vertex_shader.*" to "shader_interpreter.*"
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 68b7cc05d..4f94313df 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -16,7 +16,7 @@
16#include "math.h" 16#include "math.h"
17#include "pica.h" 17#include "pica.h"
18#include "rasterizer.h" 18#include "rasterizer.h"
19#include "vertex_shader.h" 19#include "shader_interpreter.h"
20#include "video_core/utils.h" 20#include "video_core/utils.h"
21 21
22namespace Pica { 22namespace Pica {
@@ -272,9 +272,9 @@ static Common::Profiling::TimingCategory rasterization_category("Rasterization")
272 * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing 272 * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
273 * culling via recursion. 273 * culling via recursion.
274 */ 274 */
275static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, 275static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
276 const VertexShader::OutputVertex& v1, 276 const Shader::OutputVertex& v1,
277 const VertexShader::OutputVertex& v2, 277 const Shader::OutputVertex& v2,
278 bool reversed = false) 278 bool reversed = false)
279{ 279{
280 const auto& regs = g_state.regs; 280 const auto& regs = g_state.regs;
@@ -1107,9 +1107,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
1107 } 1107 }
1108} 1108}
1109 1109
1110void ProcessTriangle(const VertexShader::OutputVertex& v0, 1110void ProcessTriangle(const Shader::OutputVertex& v0,
1111 const VertexShader::OutputVertex& v1, 1111 const Shader::OutputVertex& v1,
1112 const VertexShader::OutputVertex& v2) { 1112 const Shader::OutputVertex& v2) {
1113 ProcessTriangleInternal(v0, v1, v2); 1113 ProcessTriangleInternal(v0, v1, v2);
1114} 1114}
1115 1115