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Now that we've extracted all of the stateless functions that can be hidden, it's time to make the index generator a regular class with active data members. This can just be a member that sits within the vertex manager base class. By deglobalizing the state of the index generator we also get rid of the wonky dual-initializing that was going on within the OpenGL backend. Since the renderer is always initialized before the vertex manager, we now only call Init() once throughout the execution lifecycle. |
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| .. | ||
| BoundingBox.cpp | ||
| BoundingBox.h | ||
| CMakeLists.txt | ||
| D3D.vcxproj | ||
| D3D.vcxproj.filters | ||
| D3DBase.cpp | ||
| D3DBase.h | ||
| D3DState.cpp | ||
| D3DState.h | ||
| DXPipeline.cpp | ||
| DXPipeline.h | ||
| DXShader.cpp | ||
| DXShader.h | ||
| DXTexture.cpp | ||
| DXTexture.h | ||
| main.cpp | ||
| NativeVertexFormat.cpp | ||
| PerfQuery.cpp | ||
| PerfQuery.h | ||
| Render.cpp | ||
| Render.h | ||
| SwapChain.cpp | ||
| SwapChain.h | ||
| VertexManager.cpp | ||
| VertexManager.h | ||
| VideoBackend.h | ||