GPU/HW: Use GSVector instead of Rectangle

This commit is contained in:
Stenzek
2024-06-01 17:04:35 +10:00
parent ef152c47a6
commit 9ef7e8c5d0
28 changed files with 586 additions and 538 deletions

View File

@ -11,8 +11,6 @@
#include "opengl_pipeline.h"
#include "opengl_texture.h"
#include "common/rectangle.h"
#include <cstdio>
#include <memory>
#include <tuple>
@ -96,8 +94,8 @@ 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;
@ -203,8 +201,8 @@ private:
u32 m_last_texture_unit = 0;
std::array<std::pair<GLuint, GLuint>, MAX_TEXTURE_SAMPLERS> m_last_samplers = {};
GLuint m_last_ssbo = 0;
Common::Rectangle<s32> m_last_viewport{0, 0, 1, 1};
Common::Rectangle<s32> m_last_scissor{0, 0, 1, 1};
GSVector4i m_last_viewport = {};
GSVector4i m_last_scissor = GSVector4i::cxpr(0, 0, 1, 1);
// Misc framebuffers
GLuint m_read_fbo = 0;