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https://github.com/yuzu-emu/yuzu-android.git
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common_funcs: Remove ARRAY_SIZE macro
C++17 has non-member size() which we can just call where necessary.
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@ -9,8 +9,6 @@
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#endif
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#endif
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#include "common/common_types.h"
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#include "common/common_types.h"
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#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
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/// Textually concatenates two tokens. The double-expansion is required by the C preprocessor.
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/// Textually concatenates two tokens. The double-expansion is required by the C preprocessor.
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#define CONCAT2(x, y) DO_CONCAT2(x, y)
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#define CONCAT2(x, y) DO_CONCAT2(x, y)
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#define DO_CONCAT2(x, y) x##y
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#define DO_CONCAT2(x, y) x##y
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@ -4,6 +4,7 @@
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#include <algorithm>
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#include <algorithm>
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#include <cinttypes>
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#include <cinttypes>
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#include <iterator>
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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@ -946,7 +947,7 @@ static const FunctionDef SVC_Table[] = {
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};
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};
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static const FunctionDef* GetSVCInfo(u32 func_num) {
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static const FunctionDef* GetSVCInfo(u32 func_num) {
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if (func_num >= ARRAY_SIZE(SVC_Table)) {
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if (func_num >= std::size(SVC_Table)) {
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LOG_ERROR(Kernel_SVC, "unknown svc=0x%02X", func_num);
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LOG_ERROR(Kernel_SVC, "unknown svc=0x%02X", func_num);
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return nullptr;
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return nullptr;
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}
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}
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@ -2,8 +2,8 @@
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <iterator>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/common_funcs.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_state.h"
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@ -192,7 +192,7 @@ void OpenGLState::Apply() const {
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}
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}
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// Textures
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// Textures
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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for (size_t i = 0; i < std::size(texture_units); ++i) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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glActiveTexture(TextureUnits::MaxwellTexture(i).Enum());
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glActiveTexture(TextureUnits::MaxwellTexture(i).Enum());
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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