- remove TriDrawTriangleArgs::uniforms as it is redundant

This commit is contained in:
Magnus Norddahl 2019-08-04 02:57:08 +02:00
commit ebe377e5de
3 changed files with 47 additions and 53 deletions

View file

@ -537,7 +537,6 @@ void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode dra
elements += index;
TriDrawTriangleArgs args;
args.uniforms = &drawargs;
ShadedTriVertex vertbuffer[3];
ShadedTriVertex *vert[3] = { &vertbuffer[0], &vertbuffer[1], &vertbuffer[2] };
@ -602,7 +601,6 @@ void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
return;
TriDrawTriangleArgs args;
args.uniforms = &drawargs;
int vinput = index;
@ -913,7 +911,7 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* ve
// Keep varyings in -128 to 128 range if possible
// But don't do this for the skycap mode since the V texture coordinate is used for blending
if (numclipvert > 0 && args->uniforms->BlendMode() != TriBlendMode::Skycap)
if (numclipvert > 0 && drawargs.BlendMode() != TriBlendMode::Skycap)
{
float newOriginU = floorf(clippedvert[0].u * 0.1f) * 10.0f;
float newOriginV = floorf(clippedvert[0].v * 0.1f) * 10.0f;