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renderer_opengl: Make ScreenRectVertex's constructor constexpr

This commit is contained in:
ReinUsesLisp 2019-11-28 20:36:02 -03:00
parent dee7844443
commit e6a0a30334
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GPG Key ID: 2DFC508897B39CFE
1 changed files with 7 additions and 12 deletions

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@ -66,17 +66,12 @@ constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1; constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0; constexpr GLint ModelViewMatrixLocation = 0;
/// Vertex structure that the drawn screen rectangles are composed of.
struct ScreenRectVertex { struct ScreenRectVertex {
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
position[0] = x; : position{{x, y}}, tex_coord{{u, v}} {}
position[1] = y;
tex_coord[0] = u;
tex_coord[1] = v;
}
GLfloat position[2]; std::array<GLfloat, 2> position;
GLfloat tex_coord[2]; std::array<GLfloat, 2> tex_coord;
}; };
/** /**
@ -383,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
static_cast<f32>(screen_info.texture.height); static_cast<f32>(screen_info.texture.height);
} }
std::array<ScreenRectVertex, 4> vertices = {{ const std::array vertices = {
ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v), ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v), ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v), ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
}}; };
state.textures[0] = screen_info.display_texture; state.textures[0] = screen_info.display_texture;
state.framebuffer_srgb.enabled = screen_info.display_srgb; state.framebuffer_srgb.enabled = screen_info.display_srgb;
state.AllDirty(); state.AllDirty();
state.Apply(); state.Apply();
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Restore default state // Restore default state
state.framebuffer_srgb.enabled = false; state.framebuffer_srgb.enabled = false;