GPU/HW: Use GSVector instead of Rectangle
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@ -8,8 +8,8 @@
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#include "window_info.h"
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#include "common/bitfield.h"
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#include "common/gsvector.h"
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#include "common/heap_array.h"
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#include "common/rectangle.h"
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#include "common/small_string.h"
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#include "common/types.h"
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@ -676,11 +676,14 @@ public:
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virtual void SetPipeline(GPUPipeline* pipeline) = 0;
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virtual void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) = 0;
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virtual void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) = 0;
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virtual void SetViewport(s32 x, s32 y, s32 width, s32 height) = 0; // TODO: Rectangle
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virtual void SetScissor(s32 x, s32 y, s32 width, s32 height) = 0;
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virtual void SetViewport(const GSVector4i rc) = 0;
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virtual void SetScissor(const GSVector4i rc) = 0;
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void SetRenderTarget(GPUTexture* rt, GPUTexture* ds = nullptr,
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GPUPipeline::RenderPassFlag render_pass_flags = GPUPipeline::NoRenderPassFlags);
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void SetViewport(s32 x, s32 y, s32 width, s32 height);
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void SetScissor(s32 x, s32 y, s32 width, s32 height);
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void SetViewportAndScissor(s32 x, s32 y, s32 width, s32 height);
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void SetViewportAndScissor(const GSVector4i rc);
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// Drawing abstraction.
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virtual void Draw(u32 vertex_count, u32 base_vertex) = 0;
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@ -704,7 +707,7 @@ public:
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bool UpdateImGuiFontTexture();
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bool UsesLowerLeftOrigin() const;
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static Common::Rectangle<s32> FlipToLowerLeft(const Common::Rectangle<s32>& rc, s32 target_height);
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static GSVector4i FlipToLowerLeft(GSVector4i rc, s32 target_height);
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bool ResizeTexture(std::unique_ptr<GPUTexture>* tex, u32 new_width, u32 new_height, GPUTexture::Type type,
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GPUTexture::Format format, bool preserve = true);
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bool ShouldSkipPresentingFrame();
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