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:
Lioncash
2018-03-16 12:57:36 -04:00
parent 328585ef17
commit 75f5fcdfee
28 changed files with 86 additions and 91 deletions

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@ -62,7 +62,7 @@ public:
int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
{
DEBUG_ASSERT(VIDEO, size < max_size);
DEBUG_ASSERT(size < max_size);
D3D11_MAPPED_SUBRESOURCE map;
unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);

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@ -43,25 +43,25 @@ D3DBlob* DXShader::GetByteCode() const
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Vertex);
DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Geometry);
DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Pixel);
DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Compute);
DEBUG_ASSERT(m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
}

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@ -193,11 +193,10 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
u32 layer, u32 level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(VIDEO,
rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
D3D::context->ResolveSubresource(
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
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
@ -323,7 +323,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
DEBUG_ASSERT(VIDEO, vertices_this_draw > 0);
DEBUG_ASSERT(vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}

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@ -279,11 +279,10 @@ void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& rect, u32 layer, u32 level)
{
const OGLTexture* srcentry = static_cast<const OGLTexture*>(src);
DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(VIDEO,
rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
BlitFramebuffer(const_cast<OGLTexture*>(srcentry), rect, layer, level, rect, layer, level);
}
@ -655,7 +654,7 @@ std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(const OGLTexture* color_a
}
}
DEBUG_ASSERT(VIDEO, glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
FramebufferManager::SetFramebuffer(0);
return std::make_unique<OGLFramebuffer>(color_format, depth_format, width, height, layers,
samples, fbo);

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@ -507,7 +507,7 @@ void ProgramShaderCache::Shutdown()
s_last_VAO = 0;
// All pipeline programs should have been released.
DEBUG_ASSERT(VIDEO, s_pipeline_programs.empty());
DEBUG_ASSERT(s_pipeline_programs.empty());
s_pipeline_programs.clear();
}

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@ -1690,7 +1690,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(VIDEO, uniforms_size > 0);
DEBUG_ASSERT(uniforms_size > 0);
auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());

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@ -1123,7 +1123,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
// Texture should always be in SHADER_READ_ONLY layout prior to use.
// This is so we don't need to transition during render passes.
auto* tex = texture ? static_cast<const VKTexture*>(texture)->GetRawTexIdentifier() : nullptr;
DEBUG_ASSERT(VIDEO, !tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
DEBUG_ASSERT(!tex || tex->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
StateTracker::GetInstance()->SetTexture(index, tex ? tex->GetView() : VK_NULL_HANDLE);
}

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@ -27,7 +27,7 @@ VKPipeline::~VKPipeline()
std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& config)
{
DEBUG_ASSERT(VIDEO, config.vertex_shader && config.pixel_shader);
DEBUG_ASSERT(config.vertex_shader && config.pixel_shader);
// Get render pass for config.
VkRenderPass render_pass = g_object_cache->GetRenderPass(

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@ -216,12 +216,10 @@ void VKTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
u32 layer, u32 level)
{
const VKTexture* srcentry = static_cast<const VKTexture*>(src);
DEBUG_ASSERT(VIDEO, m_config.samples == 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height &&
srcentry->m_config.samples > 1);
DEBUG_ASSERT(VIDEO,
rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
DEBUG_ASSERT(m_config.samples == 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && srcentry->m_config.samples > 1);
DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
// Resolving is considered to be a transfer operation.
StateTracker::GetInstance()->EndRenderPass();