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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 02:32:36 +01:00

GL: resharper findings (too lazy for const functions)

This commit is contained in:
Megamouse 2021-04-11 15:55:14 +02:00
parent f9d52ea5b9
commit a50be7a912
10 changed files with 7 additions and 24 deletions

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@ -2,7 +2,6 @@
#include "GLFragmentProgram.h"
#include "Emu/system_config.h"
#include "GLFragmentProgram.h"
#include "GLCommonDecompiler.h"
#include "../GCM.h"
#include "../Common/GLSLCommon.h"

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@ -64,7 +64,6 @@ public:
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
* @param td texture dimensions of input textures
*/
void Decompile(const RSXFragmentProgram& prog);

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@ -3,14 +3,11 @@
#include "../Overlays/Shaders/shader_loading_dialog_native.h"
#include "GLGSRender.h"
#include "GLCompute.h"
#include "GLVertexProgram.h"
#include "Emu/Memory/vm_locking.h"
#include "Emu/RSX/rsx_methods.h"
#include "../Common/program_state_cache2.hpp"
#define DUMP_VERTEX_DATA 0
u64 GLGSRender::get_cycles()
{
return thread_ctrl::get_cycles(static_cast<named_thread<GLGSRender>&>(*this));
@ -588,7 +585,7 @@ void GLGSRender::clear_surface(u32 arg)
case rsx::surface_color_format::w16z16y16x16:
case rsx::surface_color_format::w32z32y32x32:
{
//Nop
// Nop
colormask = 0;
break;
}

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@ -447,13 +447,10 @@ namespace gl
bool fbo::references_any(const std::vector<GLuint>& resources) const
{
for (const auto &e : m_resource_bindings)
return std::any_of(m_resource_bindings.cbegin(), m_resource_bindings.cend(), [&resources](const auto& e)
{
if (std::find(resources.begin(), resources.end(), e.second) != resources.end())
return true;
}
return false;
return std::find(resources.cbegin(), resources.cend(), e.second) != resources.cend();
});
}
bool is_primitive_native(rsx::primitive_type in)

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@ -62,7 +62,7 @@ namespace gl
void initialize_pipe_compiler(
std::function<draw_context_t()> context_create_func,
std::function<void(draw_context_t)> context_bind_func,
std::function<void(draw_context_t)> contextdestroy_func,
std::function<void(draw_context_t)> context_destroy_func,
int num_worker_threads = -1);
void destroy_pipe_compiler();

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@ -95,8 +95,8 @@ u8 rsx::internals::get_pixel_size(rsx::surface_depth_format format)
{
case rsx::surface_depth_format::z16: return 2;
case rsx::surface_depth_format::z24s8: return 4;
default: fmt::throw_exception("Unknown depth format");
}
fmt::throw_exception("Unknown depth format");
}
void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*skip_reading*/)

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@ -47,8 +47,6 @@ namespace gl
{
class render_target : public viewable_image, public rsx::ref_counted, public rsx::render_target_descriptor<texture*>
{
u16 surface_pixel_size = 0;
void clear_memory(gl::command_context& cmd);
void load_memory(gl::command_context& cmd);
void initialize_memory(gl::command_context& cmd, bool read_access);

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@ -194,11 +194,6 @@ namespace gl
}
}
[[maybe_unused]] ::glsl::shader_properties properties{};
properties.domain = ::glsl::program_domain::glsl_fragment_program;
properties.require_depth_conversion = true;
properties.require_wpos = true;
u32 len;
ParamArray arr;
std::string shader_str;

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@ -955,6 +955,7 @@ namespace gl
case GL_FLOAT:
pack_info.type = GL_HALF_FLOAT;
break;
default: break;
}
}
};

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@ -58,9 +58,6 @@ namespace
struct draw_command_visitor
{
using attribute_storage = std::vector<
std::variant<rsx::vertex_array_buffer, rsx::vertex_array_register, rsx::empty_vertex_array>>;
draw_command_visitor(gl::ring_buffer& index_ring_buffer, rsx::vertex_input_layout& vertex_layout)
: m_index_ring_buffer(index_ring_buffer)
, m_vertex_layout(vertex_layout)