gl: fix some cppcheck issues

This commit is contained in:
Megamouse 2025-09-01 19:57:38 +02:00
parent 50fcee6fe0
commit ad65878c0c
5 changed files with 11 additions and 10 deletions

View file

@ -79,7 +79,7 @@ namespace rsx
private:
// Members
block_list *block;
block_list* block = nullptr;
list_iterator list_it = {};
size_type idx = u32{umax};
size_type array_idx = 0;
@ -705,9 +705,9 @@ namespace rsx
private:
// Members
address_range32 range;
section_bounds bounds;
section_bounds bounds {};
block_type *block = nullptr;
block_type* block = nullptr;
bool needs_overlap_check = true;
bool unowned_remaining = false;
unowned_iterator unowned_it = {};

View file

@ -218,7 +218,7 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*
static_cast<gl::framebuffer_holder*>(m_draw_fbo)->release();
}
for (auto &fbo : m_framebuffer_cache)
for (auto& fbo : m_framebuffer_cache)
{
if (fbo.matches(color_targets, depth_stencil_target))
{
@ -264,6 +264,8 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool /*
}
}
ensure(m_draw_fbo);
switch (rsx::method_registers.surface_color_target())
{
case rsx::surface_target::none: break;

View file

@ -289,6 +289,8 @@ namespace gl
void* copy_image_to_buffer(gl::command_context& cmd, const pixel_buffer_layout& pack_info, const gl::texture* src, gl::buffer* dst,
u32 dst_offset, const int src_level, const coord3u& src_region, image_memory_requirements* mem_info)
{
ensure(src && dst);
auto initialize_scratch_mem = [&]() -> bool // skip_transform
{
const u64 max_mem = (mem_info->memory_required) ? mem_info->memory_required : mem_info->image_size_in_bytes;

View file

@ -14,7 +14,7 @@ namespace gl
class shader
{
std::string source;
::glsl::program_domain type;
::glsl::program_domain type {};
GLuint m_id = GL_NONE;
fence m_compiled_fence;

View file

@ -376,15 +376,12 @@ namespace gl
GLuint get_bound_texture(GLuint layer, GLenum target)
{
ensure(layer < 48);
return bound_textures[layer][target];
return ::at32(bound_textures, layer)[target];
}
void bind_texture(GLuint layer, GLenum target, GLuint name, GLboolean force = GL_FALSE)
{
ensure(layer < 48);
auto& bound = bound_textures[layer][target];
auto& bound = ::at32(bound_textures, layer)[target];
if (bound != name || force)
{
glActiveTexture(GL_TEXTURE0 + layer);