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https://github.com/yuzu-emu/yuzu-android.git
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video_core: Make use of ordered container contains() where applicable
With C++20, we can use the more concise contains() member function instead of comparing the result of the find() call with the end iterator.
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@ -545,7 +545,7 @@ private:
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bool IsRegionWritten(VAddr start, VAddr end) const {
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const u64 page_end = end >> WRITE_PAGE_BIT;
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for (u64 page_start = start >> WRITE_PAGE_BIT; page_start <= page_end; ++page_start) {
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if (written_pages.count(page_start) > 0) {
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if (written_pages.contains(page_start)) {
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return true;
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}
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}
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@ -1485,9 +1485,7 @@ void ARBDecompiler::Exit() {
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}
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const auto safe_get_register = [this](u32 reg) -> std::string {
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// TODO(Rodrigo): Replace with contains once C++20 releases
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const auto& used_registers = ir.GetRegisters();
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if (used_registers.find(reg) != used_registers.end()) {
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if (ir.GetRegisters().contains(reg)) {
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return fmt::format("R{}.x", reg);
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}
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return "{0, 0, 0, 0}.x";
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@ -459,7 +459,7 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop
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ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
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const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
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const std::unordered_set<GLenum>& supported_formats) {
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if (supported_formats.find(precompiled_entry.binary_format) == supported_formats.end()) {
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if (!supported_formats.contains(precompiled_entry.binary_format)) {
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LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format, removing");
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return {};
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}
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@ -343,7 +343,7 @@ void ShaderDiskCacheOpenGL::SaveEntry(const ShaderDiskCacheEntry& entry) {
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}
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const u64 id = entry.unique_identifier;
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if (stored_transferable.find(id) != stored_transferable.end()) {
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if (stored_transferable.contains(id)) {
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// The shader already exists
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return;
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}
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@ -230,7 +230,7 @@ vk::Pipeline VKGraphicsPipeline::CreatePipeline(const RenderPassParams& renderpa
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if (!attribute.enabled) {
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continue;
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}
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if (input_attributes.find(static_cast<u32>(index)) == input_attributes.end()) {
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if (!input_attributes.contains(static_cast<u32>(index))) {
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// Skip attributes not used by the vertex shaders.
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continue;
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}
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@ -2125,8 +2125,7 @@ private:
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OpStore(z_pointer, depth);
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}
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if (stage == ShaderType::Fragment) {
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const auto SafeGetRegister = [&](u32 reg) {
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// TODO(Rodrigo): Replace with contains once C++20 releases
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const auto SafeGetRegister = [this](u32 reg) {
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if (const auto it = registers.find(reg); it != registers.end()) {
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return OpLoad(t_float, it->second);
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}
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@ -257,7 +257,7 @@ std::pair<ParseResult, ParseInfo> ParseCode(CFGRebuildState& state, u32 address)
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single_branch.ignore = false;
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break;
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}
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if (state.registered.count(offset) != 0) {
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if (state.registered.contains(offset)) {
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single_branch.address = offset;
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single_branch.ignore = true;
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break;
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@ -632,12 +632,12 @@ void DecompileShader(CFGRebuildState& state) {
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for (auto label : state.labels) {
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state.manager->DeclareLabel(label);
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}
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for (auto& block : state.block_info) {
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if (state.labels.count(block.start) != 0) {
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for (const auto& block : state.block_info) {
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if (state.labels.contains(block.start)) {
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state.manager->InsertLabel(block.start);
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}
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const bool ignore = BlockBranchIsIgnored(block.branch);
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u32 end = ignore ? block.end + 1 : block.end;
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const u32 end = ignore ? block.end + 1 : block.end;
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state.manager->InsertBlock(block.start, end);
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if (!ignore) {
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InsertBranch(*state.manager, block.branch);
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@ -737,7 +737,7 @@ std::unique_ptr<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code,
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auto back = result_out->blocks.begin();
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auto next = std::next(back);
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while (next != result_out->blocks.end()) {
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if (state.labels.count(next->start) == 0 && next->start == back->end + 1) {
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if (!state.labels.contains(next->start) && next->start == back->end + 1) {
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back->end = next->end;
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next = result_out->blocks.erase(next);
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continue;
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@ -153,8 +153,8 @@ void ShaderIR::Decode() {
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const auto& blocks = shader_info.blocks;
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NodeBlock current_block;
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u32 current_label = static_cast<u32>(exit_branch);
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for (auto& block : blocks) {
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if (shader_info.labels.count(block.start) != 0) {
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for (const auto& block : blocks) {
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if (shader_info.labels.contains(block.start)) {
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insert_block(current_block, current_label);
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current_block.clear();
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current_label = block.start;
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