| Age | Commit message (Collapse) | Author |
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This should be returning void, not a std::string
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shader_bytecode: Implement other TEXS masks.
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AddSubroutine()
We don't need to toss away the Subroutine instance after the find() call
and reconstruct another instance with the same data right after it.
Particularly give Subroutine contains a std::set.
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gl_shader_decompiler: Remove unused state tracking and minor cleanup.
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video_core: Use nested namespaces where applicable
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gl_shader_manager: Remove unimplemented function prototype
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This was just a linker error waiting to happen.
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This makes it match its const qualified equivalent.
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Compresses a few namespace specifiers to be more compact.
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gl_state: Get rid of mismatched sign conversions in Apply()
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maxwell_3d: Remove unused variable within GetStageTextures()
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gl_shader_decompiler: Eliminate variable and declaration shadowing
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While we're at it, amend the loop variable type to be the same width as
that returned by the .size() call.
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Ensures that no identifiers are being hidden, which also reduces
compiler warnings.
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This adds nothing from a behavioral point of view, and can inhibit the
move constructor/RVO
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core: Don't construct instance of Core::System, just to access its live instance
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This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.
These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
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astc: Minor changes
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There's no need to perform a separate resize.
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A few member functions didn't actually modify class state, so these can
be amended as necessary.
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This also potentially avoids warnings, considering the copy assignment
operator is supposed to have a return value.
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gl_rasterizer_cache: Fix incorrect offset in ConvertS8Z24ToZ24S8.
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OpenGL: Use MakeCurrent/DoneCurrent for multithreaded rendering.
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