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-rw-r--r--src/video_core/engines/maxwell_3d.h2
-rw-r--r--src/video_core/renderer_opengl/gl_shader_disk_cache.cpp3
-rw-r--r--src/video_core/shader/async_shaders.cpp4
3 files changed, 5 insertions, 4 deletions
diff --git a/src/video_core/engines/maxwell_3d.h b/src/video_core/engines/maxwell_3d.h
index ef1618990..c97eeb792 100644
--- a/src/video_core/engines/maxwell_3d.h
+++ b/src/video_core/engines/maxwell_3d.h
@@ -647,7 +647,7 @@ public:
GetX() + GetWidth(), // right
GetY() // bottom
};
- };
+ }
f32 GetX() const {
return std::max(0.0f, translate_x - std::fabs(scale_x));
diff --git a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
index c0e73789b..2dcc2b0eb 100644
--- a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
@@ -422,7 +422,8 @@ void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
precompiled_cache_virtual_file_offset = 0;
const std::vector<u8> uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
- const std::vector<u8> compressed = Common::Compression::CompressDataZSTDDefault(uncompressed);
+ const std::vector<u8> compressed =
+ Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size());
const auto precompiled_path{GetPrecompiledPath()};
FileUtil::IOFile file(precompiled_path, "wb");
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index b7f66d7ee..3f6d5a75b 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -34,8 +34,8 @@ void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
// Create workers
for (std::size_t i = 0; i < num_workers; i++) {
context_list.push_back(emu_window.CreateSharedContext());
- worker_threads.push_back(std::move(
- std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get())));
+ worker_threads.push_back(
+ std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get()));
}
}