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https://github.com/RPCS3/rpcs3.git
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gl: fix some cppcheck issues
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parent
50fcee6fe0
commit
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@ -79,7 +79,7 @@ namespace rsx
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private:
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// Members
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block_list *block;
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block_list* block = nullptr;
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list_iterator list_it = {};
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size_type idx = u32{umax};
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size_type array_idx = 0;
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@ -705,9 +705,9 @@ namespace rsx
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private:
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// Members
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address_range32 range;
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section_bounds bounds;
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section_bounds bounds {};
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block_type *block = nullptr;
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block_type* block = nullptr;
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bool needs_overlap_check = true;
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bool unowned_remaining = false;
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unowned_iterator unowned_it = {};
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@ -218,7 +218,7 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*
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static_cast<gl::framebuffer_holder*>(m_draw_fbo)->release();
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}
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for (auto &fbo : m_framebuffer_cache)
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for (auto& fbo : m_framebuffer_cache)
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{
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if (fbo.matches(color_targets, depth_stencil_target))
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{
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@ -264,6 +264,8 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*
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}
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}
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ensure(m_draw_fbo);
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switch (rsx::method_registers.surface_color_target())
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{
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case rsx::surface_target::none: break;
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@ -289,6 +289,8 @@ namespace gl
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void* copy_image_to_buffer(gl::command_context& cmd, const pixel_buffer_layout& pack_info, const gl::texture* src, gl::buffer* dst,
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u32 dst_offset, const int src_level, const coord3u& src_region, image_memory_requirements* mem_info)
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{
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ensure(src && dst);
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auto initialize_scratch_mem = [&]() -> bool // skip_transform
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{
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const u64 max_mem = (mem_info->memory_required) ? mem_info->memory_required : mem_info->image_size_in_bytes;
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@ -14,7 +14,7 @@ namespace gl
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class shader
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{
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std::string source;
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::glsl::program_domain type;
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::glsl::program_domain type {};
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GLuint m_id = GL_NONE;
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fence m_compiled_fence;
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@ -376,15 +376,12 @@ namespace gl
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GLuint get_bound_texture(GLuint layer, GLenum target)
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{
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ensure(layer < 48);
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return bound_textures[layer][target];
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return ::at32(bound_textures, layer)[target];
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}
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void bind_texture(GLuint layer, GLenum target, GLuint name, GLboolean force = GL_FALSE)
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{
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ensure(layer < 48);
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auto& bound = bound_textures[layer][target];
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auto& bound = ::at32(bound_textures, layer)[target];
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if (bound != name || force)
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{
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glActiveTexture(GL_TEXTURE0 + layer);
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