GPU/HW: Use GSVector instead of Rectangle
This commit is contained in:
@@ -20,7 +20,6 @@
|
||||
#include "metal_stream_buffer.h"
|
||||
#include "window_info.h"
|
||||
|
||||
#include "common/rectangle.h"
|
||||
#include "common/timer.h"
|
||||
|
||||
#include <atomic>
|
||||
@@ -255,8 +254,8 @@ public:
|
||||
void SetPipeline(GPUPipeline* pipeline) override;
|
||||
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
|
||||
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
|
||||
void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
|
||||
void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
|
||||
void SetViewport(const GSVector4i rc) override;
|
||||
void SetScissor(const GSVector4i rc) override;
|
||||
void Draw(u32 vertex_count, u32 base_vertex) override;
|
||||
void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
|
||||
void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
|
||||
@@ -404,8 +403,8 @@ private:
|
||||
std::array<id<MTLTexture>, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
|
||||
std::array<id<MTLSamplerState>, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
|
||||
id<MTLBuffer> m_current_ssbo = nil;
|
||||
Common::Rectangle<s32> m_current_viewport = {};
|
||||
Common::Rectangle<s32> m_current_scissor = {};
|
||||
GSVector4i m_current_viewport = {};
|
||||
GSVector4i m_current_scissor = {};
|
||||
|
||||
bool m_vsync_enabled = false;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user