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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
Assert: Remove unused parameter from DEBUG_ASSERT
This brings the macro in line with the regular ASSERT macro, which only has one macro parameter.
This commit is contained in:
@ -62,7 +62,7 @@ public:
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int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
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{
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DEBUG_ASSERT(VIDEO, size < max_size);
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DEBUG_ASSERT(size < max_size);
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D3D11_MAPPED_SUBRESOURCE map;
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unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);
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@ -43,25 +43,25 @@ D3DBlob* DXShader::GetByteCode() const
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ID3D11VertexShader* DXShader::GetD3DVertexShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Vertex);
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DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
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return static_cast<ID3D11VertexShader*>(m_shader);
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}
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ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Geometry);
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DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
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return static_cast<ID3D11GeometryShader*>(m_shader);
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}
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ID3D11PixelShader* DXShader::GetD3DPixelShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Pixel);
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DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
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return static_cast<ID3D11PixelShader*>(m_shader);
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}
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ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Compute);
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DEBUG_ASSERT(m_stage == ShaderStage::Compute);
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return static_cast<ID3D11ComputeShader*>(m_shader);
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}
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@ -193,11 +193,10 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
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u32 layer, u32 level)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(src);
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DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(VIDEO,
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rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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D3D::context->ResolveSubresource(
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m_texture->GetTex(), D3D11CalcSubresource(level, layer, m_config.levels),
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@ -270,7 +270,7 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
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void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
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{
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DEBUG_ASSERT(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
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DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
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D3D11_MAPPED_SUBRESOURCE mapped;
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HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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CHECK(SUCCEEDED(hr), "Map utility UBO");
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@ -323,7 +323,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
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if (vertices_ptr)
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{
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vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
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DEBUG_ASSERT(VIDEO, vertices_this_draw > 0);
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DEBUG_ASSERT(vertices_this_draw > 0);
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UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
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D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
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}
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@ -279,11 +279,10 @@ void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
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{
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const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
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DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(VIDEO,
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rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
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}
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@ -655,7 +654,7 @@ std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(const OGLTexture* color_a
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}
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}
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DEBUG_ASSERT(VIDEO, glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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FramebufferManager::SetFramebuffer(0);
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return std::make_unique<OGLFramebuffer>(color_format, depth_format, width, height, layers,
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samples, fbo);
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@ -507,7 +507,7 @@ void ProgramShaderCache::Shutdown()
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s_last_VAO = 0;
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// All pipeline programs should have been released.
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DEBUG_ASSERT(VIDEO, s_pipeline_programs.empty());
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DEBUG_ASSERT(s_pipeline_programs.empty());
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s_pipeline_programs.clear();
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}
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@ -1690,7 +1690,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
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void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
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{
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DEBUG_ASSERT(VIDEO, uniforms_size > 0);
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DEBUG_ASSERT(uniforms_size > 0);
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auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
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uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());
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@ -1123,7 +1123,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
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// Texture should always be in SHADER_READ_ONLY layout prior to use.
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// This is so we don't need to transition during render passes.
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auto* tex = texture ? static_cast<const VKTexture*>(texture)->GetRawTexIdentifier() : nullptr;
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DEBUG_ASSERT(VIDEO, !tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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DEBUG_ASSERT(!tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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StateTracker::GetInstance()->SetTexture(index, tex ? tex->GetView() : VK_NULL_HANDLE);
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}
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@ -27,7 +27,7 @@ VKPipeline::~VKPipeline()
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std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& config)
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{
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DEBUG_ASSERT(VIDEO, config.vertex_shader && config.pixel_shader);
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DEBUG_ASSERT(config.vertex_shader && config.pixel_shader);
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// Get render pass for config.
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VkRenderPass render_pass = g_object_cache->GetRenderPass(
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@ -216,12 +216,10 @@ void VKTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
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u32 layer, u32 level)
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{
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const VKTexture* srcentry = static_cast<const VKTexture*>(src);
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DEBUG_ASSERT(VIDEO, m_config.samples == 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height &&
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srcentry->m_config.samples > 1);
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DEBUG_ASSERT(VIDEO,
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rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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DEBUG_ASSERT(m_config.samples == 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && srcentry->m_config.samples > 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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// Resolving is considered to be a transfer operation.
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StateTracker::GetInstance()->EndRenderPass();
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