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https://github.com/dolphin-emu/dolphin.git
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Apply suggestions from code review
Co-authored-by: Mai <mathew1800@gmail.com> Co-authored-by: BhaaL <bhaalsen@gmail.com> Co-authored-by: iwubcode <iwubcode@users.noreply.github.com>
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@ -98,7 +98,7 @@ private:
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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EventHook m_frame_end_handle;
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Common::EventHook m_frame_end_handle;
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};
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extern std::unique_ptr<FrameDumper> g_frame_dumper;
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@ -238,7 +238,7 @@ protected:
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std::vector<EFBPokeVertex> m_color_poke_vertices;
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std::vector<EFBPokeVertex> m_depth_poke_vertices;
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EventHook m_end_of_frame_event;
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Common::EventHook m_end_of_frame_event;
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};
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extern std::unique_ptr<FramebufferManager> g_framebuffer_manager;
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@ -54,7 +54,7 @@ private:
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std::unordered_set<std::string> m_groups;
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EventHook m_end_of_frame_event;
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Common::EventHook m_end_of_frame_event;
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};
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extern std::unique_ptr<GraphicsModManager> g_graphics_mod_manager;
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@ -252,7 +252,7 @@ private:
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// Texture decoding shaders
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std::map<std::pair<u32, u32>, std::unique_ptr<AbstractShader>> m_texture_decoding_shaders;
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EventHook m_frame_end_handler;
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Common::EventHook m_frame_end_handler;
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};
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} // namespace VideoCommon
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@ -18,10 +18,10 @@
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Statistics g_stats;
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static EventHook s_before_frame_event =
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static Common::EventHook s_before_frame_event =
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BeforeFrameEvent::Register([] { g_stats.ResetFrame(); }, "Statistics::ResetFrame");
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static EventHook s_after_frame_event = AfterFrameEvent::Register(
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static Common::EventHook s_after_frame_event = AfterFrameEvent::Register(
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[] {
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DolphinAnalytics::PerformanceSample perf_sample;
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perf_sample.speed_ratio = SystemTimers::GetEstimatedEmulationPerformance();
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@ -780,10 +780,10 @@ void TextureCacheBase::OnFrameEnd()
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// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
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// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending
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// copies.
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g_texture_cache->FlushEFBCopies();
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FlushEFBCopies();
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}
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g_texture_cache->Cleanup(g_presenter->FrameCount());
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Cleanup(g_presenter->FrameCount());
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}
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void TCacheEntry::DoState(PointerWrap& p)
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@ -123,8 +123,8 @@ struct TCacheEntry
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bool is_efb_copy = false;
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bool is_custom_tex = false;
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bool may_have_overlapping_textures = true;
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bool has_arbitrary_mips = false; // indicates that the mips in this texture are arbitrary
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// content, aren't just downscaled
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// indicates that the mips in this texture are arbitrary content, aren't just downscaled
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bool has_arbitrary_mips = false;
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bool should_force_safe_hashing = false; // for XFB
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bool is_xfb_copy = false;
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bool is_xfb_container = false;
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@ -438,7 +438,8 @@ private:
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void OnFrameEnd();
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Common::Flag m_force_reload_textures;
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EventHook m_frame_event = AfterFrameEvent::Register([this] { OnFrameEnd(); }, "TextureCache");
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Common::EventHook m_frame_event =
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AfterFrameEvent::Register([this] { OnFrameEnd(); }, "TextureCache");
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};
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extern std::unique_ptr<TextureCacheBase> g_texture_cache;
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@ -230,7 +230,7 @@ private:
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std::vector<u32> m_scheduled_command_buffer_kicks;
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bool m_allow_background_execution = true;
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EventHook m_frame_end_event;
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Common::EventHook m_frame_end_event;
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};
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extern std::unique_ptr<VertexManagerBase> g_vertex_manager;
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@ -355,5 +355,5 @@ void CheckForConfigChanges()
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// TODO: Move everything else to the ConfigChanged event
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}
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static EventHook s_check_config_event =
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static Common::EventHook s_check_config_event =
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AfterFrameEvent::Register([] { CheckForConfigChanges(); }, "CheckForConfigChanges");
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@ -7,16 +7,16 @@
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#include "Common/EventHook.h"
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// Called when certain video config setting are changed
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using ConfigChangedEvent = Event<"ConfigChanged", u32>;
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using ConfigChangedEvent = Common::Event<"ConfigChanged", u32>;
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// An event called just before the first draw call of a frame
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using BeforeFrameEvent = Event<"BeforeFrame">;
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using BeforeFrameEvent = Common::Event<"BeforeFrame">;
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// An event called after the frame XFB copy begins processing on the host GPU.
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// Useful for "once per frame" usecases.
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// Note: In a few rare cases, games do multiple XFB copies per frame and join them while presenting.
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// If this matters to your usecase, you should use BeforePresent instead.
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using AfterFrameEvent = Event<"AfterFrame">;
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using AfterFrameEvent = Common::Event<"AfterFrame">;
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struct PresentInfo
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{
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@ -76,8 +76,8 @@ struct PresentInfo
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// frame.
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//
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// frame_count: The number of frames
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using BeforePresentEvent = Event<"BeforePresent", PresentInfo&>;
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using BeforePresentEvent = Common::Event<"BeforePresent", PresentInfo&>;
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// An event that is triggered after a frame is presented.
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// The exact timing of this event depends on backend/driver support.
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using AfterPresentEvent = Event<"AfterPresent", PresentInfo&>;
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using AfterPresentEvent = Common::Event<"AfterPresent", PresentInfo&>;
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@ -27,8 +27,8 @@ private:
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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EventHook m_update_widescreen;
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EventHook m_config_changed;
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Common::EventHook m_update_widescreen;
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Common::EventHook m_config_changed;
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};
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extern std::unique_ptr<WidescreenManager> g_widescreen;
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