GPU: Cleanup immediate mode handling

This commit is contained in:
wheremyfoodat 2024-08-25 16:02:54 +03:00
parent f96b609123
commit 33e63f7d7a
5 changed files with 9 additions and 8 deletions

View file

@ -84,7 +84,7 @@ class Renderer {
// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
// ubershaders and shadergen, and so on.
// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel, bool isImmediateMode) { return false; }
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) { return false; }
// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
#ifdef PANDA3DS_FRONTEND_QT

View file

@ -160,7 +160,7 @@ class RendererGL final : public Renderer {
virtual bool supportsShaderReload() override { return true; }
virtual std::string getUbershader() override;
virtual void setUbershader(const std::string& shader) override;
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel, bool isImmediateMode) override;
virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) override;
std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);