ShaderGenerators: Remove unnecessary inline keywords

Static by itself is sufficient
This commit is contained in:
Lioncash
2015-12-26 17:56:06 -05:00
parent 8ce3a4aa70
commit c151fe582f
3 changed files with 17 additions and 17 deletions

View File

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