dolphin/Source/Core/VideoCommon/GeometryShaderGen.h
Lioncash 149a97e396 VideoCommon: Remove unnecessary memset on ShaderUid instances.
Zero-initialization zeroes out all members and padding bits, so this is
safe to do. While we're at it, also add static assertions that enforce
the necessary requirements of a UID type explicitly within the ShaderUid
class.

This way, we can remove several memset calls around the shader
generation code that makes sure the underlying UID data is zeroed out.
Now our ShaderUid class enforces this for us, so we don't need to care about
it at the usage sites.
2019-05-30 06:41:54 -04:00

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C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <functional>
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
#pragma pack(1)
struct geometry_shader_uid_data
{
u32 NumValues() const { return sizeof(geometry_shader_uid_data); }
bool IsPassthrough() const;
u32 numTexGens : 4;
u32 primitive_type : 2;
};
#pragma pack()
using GeometryShaderUid = ShaderUid<geometry_shader_uid_data>;
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data);
GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type);
void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback);