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Sprinkle const
around where appropriate (#1909)
* Sprinkle `const` around where appropriate - This will make it easier to use `NDS` objects in `const` contexts (e.g. `const` parameters or methods) * Remove the `const` qualifier on `DSi_DSP::DSPRead16` - MMIO reads can be non-pure, so this may not be `const` in the future
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@ -80,12 +80,12 @@ private:
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs);
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void UseRenderShader(u32 flags);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
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u32* SetupVertex(Polygon* poly, int vid, Vertex* vtx, u32 vtxattr, u32* vptr);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
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u32* SetupVertex(const Polygon* poly, int vid, const Vertex* vtx, u32 vtxattr, u32* vptr) const;
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void BuildPolygons(RendererPolygon* polygons, int npolys);
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int RenderSinglePolygon(int i);
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int RenderPolygonBatch(int i);
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int RenderPolygonEdgeBatch(int i);
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int RenderSinglePolygon(int i) const;
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int RenderPolygonBatch(int i) const;
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int RenderPolygonEdgeBatch(int i) const;
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void RenderSceneChunk(int y, int h);
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enum
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