GPU/HW: Use GSVector instead of Rectangle
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@ -122,8 +122,8 @@ public:
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
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void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
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void SetViewport(const GSVector4i rc) override;
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void SetScissor(const GSVector4i rc) override;
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void Draw(u32 vertex_count, u32 base_vertex) override;
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void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
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void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
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@ -477,6 +477,6 @@ private:
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std::array<VulkanTexture*, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
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std::array<VkSampler, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
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VulkanTextureBuffer* m_current_texture_buffer = nullptr;
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Common::Rectangle<s32> m_current_viewport{0, 0, 1, 1};
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Common::Rectangle<s32> m_current_scissor{0, 0, 1, 1};
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GSVector4i m_current_viewport = {};
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GSVector4i m_current_scissor = GSVector4i::cxpr(0, 0, 1, 1);
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};
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