renderer: moved all shader code into one solidified function

Makes texture-based optimizations easier when they're all in one place.
This commit is contained in:
itsmattkc
2020-06-10 01:54:02 +10:00
parent 29537fea3c
commit 71ec148e76
35 changed files with 274 additions and 191 deletions
+2 -2
View File
@@ -382,7 +382,7 @@ void RenderBackend::CopyNodeInputValue(NodeInput *input)
false);
// Handle connections
if (input->IsConnected() || our_copy->IsConnected()) {
if (input->is_connected() || our_copy->is_connected()) {
// If one of the inputs is connected, it's likely this change came from connecting or
// disconnecting whatever was connected to it
@@ -444,7 +444,7 @@ Node* RenderBackend::CopyNodeConnections(Node* src_node)
void RenderBackend::CopyNodeMakeConnection(NodeInput* src_input, NodeInput* dst_input)
{
if (src_input->IsConnected()) {
if (src_input->is_connected()) {
Node* dst_node = CopyNodeConnections(src_input->get_connected_node());
NodeOutput* corresponding_output = dst_node->GetOutputWithID(src_input->get_connected_output()->id());