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ShaderGenerators: Remove unnecessary inline keywords
Static by itself is sufficient
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@ -24,11 +24,11 @@ static const char* primitives_d3d[] =
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"triangle"
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};
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template<class T> static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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template<class T> static inline void EndPrimitive(T& out, API_TYPE ApiType);
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template<class T> static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
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template<class T> static void EndPrimitive(T& out, API_TYPE ApiType);
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template<class T>
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static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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{
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T out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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@ -284,7 +284,7 @@ static inline T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
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}
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template<class T>
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static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex)
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{
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if (g_ActiveConfig.bWireFrame && first_vertex)
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out.Write("\tif (i == 0) first = %s;\n", vertex);
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@ -305,7 +305,7 @@ static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool
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out.Write("\toutput.Append(ps);\n");
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}
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template<class T>
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static inline void EndPrimitive(T& out, API_TYPE ApiType)
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static void EndPrimitive(T& out, API_TYPE ApiType)
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{
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if (g_ActiveConfig.bWireFrame)
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EmitVertex<T>(out, "first", ApiType);
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