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Lint fixes
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@ -42,8 +42,8 @@ public:
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc,
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bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) override;
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void ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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@ -264,8 +264,9 @@ void PerfQueryGLESNV::FlushOne()
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// NOTE: Reported pixel metrics should be referenced to native resolution
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// TODO: Dropping the lower 2 bits from this count should be closer to actual
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// hardware behavior when drawing triangles.
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const u64 native_res_result = static_cast<u64>(result) * EFB_WIDTH * EFB_HEIGHT /
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(g_framebuffer_manager->GetEFBWidth() * g_framebuffer_manager->GetEFBHeight());
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const u64 native_res_result =
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static_cast<u64>(result) * EFB_WIDTH * EFB_HEIGHT /
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(g_framebuffer_manager->GetEFBWidth() * g_framebuffer_manager->GetEFBHeight());
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m_results[entry.query_group].fetch_add(static_cast<u32>(native_res_result),
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std::memory_order_relaxed);
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