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primitive_assembly: Take triangle_handler by reference
Avoids copying the std::function when we don't need to. Particularly given the std::function isn't actually stored anywhere, so there's no need to move it.
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@ -15,7 +15,7 @@ PrimitiveAssembler<VertexType>::PrimitiveAssembler(PipelineRegs::TriangleTopolog
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template <typename VertexType>
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template <typename VertexType>
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void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
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void PrimitiveAssembler<VertexType>::SubmitVertex(const VertexType& vtx,
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TriangleHandler triangle_handler) {
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const TriangleHandler& triangle_handler) {
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switch (topology) {
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switch (topology) {
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case PipelineRegs::TriangleTopology::List:
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case PipelineRegs::TriangleTopology::List:
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case PipelineRegs::TriangleTopology::Shader:
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case PipelineRegs::TriangleTopology::Shader:
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@ -29,7 +29,7 @@ struct PrimitiveAssembler {
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* NOTE: We could specify the triangle handler in the constructor, but this way we can
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* NOTE: We could specify the triangle handler in the constructor, but this way we can
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* keep event and handler code next to each other.
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* keep event and handler code next to each other.
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*/
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*/
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void SubmitVertex(const VertexType& vtx, TriangleHandler triangle_handler);
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void SubmitVertex(const VertexType& vtx, const TriangleHandler& triangle_handler);
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/**
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/**
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* Invert the vertex order of the next triangle. Called by geometry shader emitter.
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* Invert the vertex order of the next triangle. Called by geometry shader emitter.
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