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GL: resharper findings (too lazy for const functions)
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@ -2,7 +2,6 @@
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#include "GLFragmentProgram.h"
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#include "Emu/system_config.h"
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#include "GLFragmentProgram.h"
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#include "GLCommonDecompiler.h"
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#include "../GCM.h"
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#include "../Common/GLSLCommon.h"
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@ -64,7 +64,6 @@ public:
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/**
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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* @param prog RSXShaderProgram specifying the location and size of the shader in memory
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* @param td texture dimensions of input textures
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*/
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void Decompile(const RSXFragmentProgram& prog);
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@ -3,14 +3,11 @@
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#include "../Overlays/Shaders/shader_loading_dialog_native.h"
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#include "GLGSRender.h"
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#include "GLCompute.h"
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#include "GLVertexProgram.h"
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#include "Emu/Memory/vm_locking.h"
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#include "Emu/RSX/rsx_methods.h"
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#include "../Common/program_state_cache2.hpp"
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#define DUMP_VERTEX_DATA 0
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u64 GLGSRender::get_cycles()
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{
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return thread_ctrl::get_cycles(static_cast<named_thread<GLGSRender>&>(*this));
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@ -588,7 +585,7 @@ void GLGSRender::clear_surface(u32 arg)
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case rsx::surface_color_format::w16z16y16x16:
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case rsx::surface_color_format::w32z32y32x32:
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{
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//Nop
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// Nop
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colormask = 0;
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break;
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}
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@ -447,13 +447,10 @@ namespace gl
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bool fbo::references_any(const std::vector<GLuint>& resources) const
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{
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for (const auto &e : m_resource_bindings)
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return std::any_of(m_resource_bindings.cbegin(), m_resource_bindings.cend(), [&resources](const auto& e)
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{
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if (std::find(resources.begin(), resources.end(), e.second) != resources.end())
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return true;
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}
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return false;
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return std::find(resources.cbegin(), resources.cend(), e.second) != resources.cend();
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});
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}
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bool is_primitive_native(rsx::primitive_type in)
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@ -62,7 +62,7 @@ namespace gl
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void initialize_pipe_compiler(
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std::function<draw_context_t()> context_create_func,
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std::function<void(draw_context_t)> context_bind_func,
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std::function<void(draw_context_t)> contextdestroy_func,
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std::function<void(draw_context_t)> context_destroy_func,
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int num_worker_threads = -1);
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void destroy_pipe_compiler();
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@ -95,8 +95,8 @@ u8 rsx::internals::get_pixel_size(rsx::surface_depth_format format)
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{
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case rsx::surface_depth_format::z16: return 2;
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case rsx::surface_depth_format::z24s8: return 4;
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default: fmt::throw_exception("Unknown depth format");
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}
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fmt::throw_exception("Unknown depth format");
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}
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void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*skip_reading*/)
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@ -47,8 +47,6 @@ namespace gl
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{
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class render_target : public viewable_image, public rsx::ref_counted, public rsx::render_target_descriptor<texture*>
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{
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u16 surface_pixel_size = 0;
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void clear_memory(gl::command_context& cmd);
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void load_memory(gl::command_context& cmd);
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void initialize_memory(gl::command_context& cmd, bool read_access);
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@ -194,11 +194,6 @@ namespace gl
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}
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}
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[[maybe_unused]] ::glsl::shader_properties properties{};
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properties.domain = ::glsl::program_domain::glsl_fragment_program;
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properties.require_depth_conversion = true;
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properties.require_wpos = true;
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u32 len;
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ParamArray arr;
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std::string shader_str;
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@ -955,6 +955,7 @@ namespace gl
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case GL_FLOAT:
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pack_info.type = GL_HALF_FLOAT;
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break;
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default: break;
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}
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}
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};
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@ -58,9 +58,6 @@ namespace
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struct draw_command_visitor
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{
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using attribute_storage = std::vector<
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std::variant<rsx::vertex_array_buffer, rsx::vertex_array_register, rsx::empty_vertex_array>>;
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draw_command_visitor(gl::ring_buffer& index_ring_buffer, rsx::vertex_input_layout& vertex_layout)
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: m_index_ring_buffer(index_ring_buffer)
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, m_vertex_layout(vertex_layout)
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