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Clean up more space/tab mismatches in AudioCommon, Common, and VideoCommon.
Not planning to touch Core since it's the most actively changed part of the project.
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@ -24,20 +24,20 @@
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struct Statistics
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{
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int numPixelShadersCreated;
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int numPixelShadersAlive;
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int numVertexShadersCreated;
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int numVertexShadersAlive;
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int numPixelShadersCreated;
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int numPixelShadersAlive;
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int numVertexShadersCreated;
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int numVertexShadersAlive;
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int numTexturesCreated;
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int numTexturesAlive;
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int numTexturesCreated;
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int numTexturesAlive;
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int numRenderTargetsCreated;
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int numRenderTargetsAlive;
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int numDListsCalled;
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int numDListsCreated;
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int numDListsAlive;
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int numRenderTargetsCreated;
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int numRenderTargetsAlive;
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int numDListsCalled;
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int numDListsCreated;
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int numDListsAlive;
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int numVertexLoaders;
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@ -52,30 +52,30 @@ struct Statistics
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std::vector<EFBRectangle> efb_regions;
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struct ThisFrame
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{
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int numBPLoads;
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int numCPLoads;
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int numXFLoads;
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int numBPLoadsInDL;
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int numCPLoadsInDL;
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int numXFLoadsInDL;
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int numDLs;
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int numPrims;
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int numDLPrims;
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int numShaderChanges;
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struct ThisFrame
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{
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int numBPLoads;
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int numCPLoads;
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int numXFLoads;
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int numBPLoadsInDL;
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int numCPLoadsInDL;
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int numXFLoadsInDL;
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int numDLs;
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int numPrims;
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int numDLPrims;
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int numShaderChanges;
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int numPrimitiveJoins;
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int numDrawCalls;
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int numIndexedDrawCalls;
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int numBufferSplits;
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int numPrimitiveJoins;
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int numDrawCalls;
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int numIndexedDrawCalls;
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int numBufferSplits;
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int numDListsCalled;
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};
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ThisFrame thisFrame;
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void ResetFrame();
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};
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ThisFrame thisFrame;
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void ResetFrame();
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static void SwapDL();
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// Yeah, this is unsafe, but we really don't wanna faff around allocating
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