LLVM warning fixes

This commit is contained in:
Henrik Rydgård 2015-10-14 22:18:29 +02:00
parent 6c08e00e8c
commit 25d2f4da9c

View File

@ -19,38 +19,38 @@ public:
GPUCommon();
virtual ~GPUCommon();
virtual void Reinitialize();
void Reinitialize() override;
virtual void InterruptStart(int listid);
virtual void InterruptEnd(int listid);
virtual void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads);
virtual void EnableInterrupts(bool enable) {
void InterruptStart(int listid) override;
void InterruptEnd(int listid) override;
void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) override;
void EnableInterrupts(bool enable) override {
interruptsEnabled_ = enable;
}
virtual void ExecuteOp(u32 op, u32 diff);
virtual void PreExecuteOp(u32 op, u32 diff);
virtual bool InterpretList(DisplayList &list);
void ExecuteOp(u32 op, u32 diff) override;
void PreExecuteOp(u32 op, u32 diff) override;
bool InterpretList(DisplayList &list) override;
virtual bool ProcessDLQueue();
virtual u32 UpdateStall(int listid, u32 newstall);
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head);
virtual u32 DequeueList(int listid);
virtual int ListSync(int listid, int mode);
virtual u32 DrawSync(int mode);
virtual int GetStack(int index, u32 stackPtr);
virtual void DoState(PointerWrap &p);
virtual bool FramebufferDirty() {
u32 UpdateStall(int listid, u32 newstall) override;
u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) override;
u32 DequeueList(int listid) override;
int ListSync(int listid, int mode) override;
u32 DrawSync(int mode) override;
int GetStack(int index, u32 stackPtr) override;
void DoState(PointerWrap &p) override;
bool FramebufferDirty() override {
SyncThread();
return true;
}
virtual bool FramebufferReallyDirty() {
bool FramebufferReallyDirty() override {
SyncThread();
return true;
}
virtual bool BusyDrawing();
virtual u32 Continue();
virtual u32 Break(int mode);
virtual void ReapplyGfxState();
bool BusyDrawing() override;
u32 Continue() override;
u32 Break(int mode) override;
void ReapplyGfxState() override;
void Execute_OffsetAddr(u32 op, u32 diff);
void Execute_Origin(u32 op, u32 diff);
@ -60,7 +60,7 @@ public:
void Execute_Ret(u32 op, u32 diff);
void Execute_End(u32 op, u32 diff);
virtual u64 GetTickEstimate() {
u64 GetTickEstimate() override {
#if defined(_M_X64) || defined(ANDROID)
return curTickEst_;
#elif defined(_M_SSE)
@ -81,44 +81,44 @@ public:
FreeAlignedMemory(p);
}
virtual bool DescribeCodePtr(const u8 *ptr, std::string &name) {
bool DescribeCodePtr(const u8 *ptr, std::string &name) override {
return false;
}
// From GPUDebugInterface.
virtual bool GetCurrentDisplayList(DisplayList &list);
virtual std::vector<DisplayList> ActiveDisplayLists();
virtual void ResetListPC(int listID, u32 pc);
virtual void ResetListStall(int listID, u32 stall);
virtual void ResetListState(int listID, DisplayListState state);
bool GetCurrentDisplayList(DisplayList &list) override;
std::vector<DisplayList> ActiveDisplayLists() override;
void ResetListPC(int listID, u32 pc) override;
void ResetListStall(int listID, u32 stall) override;
void ResetListState(int listID, DisplayListState state) override;
virtual GPUDebugOp DissassembleOp(u32 pc, u32 op);
virtual std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc);
GPUDebugOp DissassembleOp(u32 pc, u32 op) override;
std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc) override;
virtual void NotifySteppingEnter();
virtual void NotifySteppingExit();
void NotifySteppingEnter() override;
void NotifySteppingExit() override;
virtual u32 GetRelativeAddress(u32 data);
virtual u32 GetVertexAddress();
virtual u32 GetIndexAddress();
virtual GPUgstate GetGState();
virtual void SetCmdValue(u32 op);
u32 GetRelativeAddress(u32 data) override;
u32 GetVertexAddress() override;
u32 GetIndexAddress() override;
GPUgstate GetGState() override;
void SetCmdValue(u32 op) override;
virtual DisplayList* getList(int listid) {
DisplayList* getList(int listid) override {
return &dls[listid];
}
const std::list<int>& GetDisplayLists() {
const std::list<int>& GetDisplayLists() override {
return dlQueue;
}
virtual bool DecodeTexture(u8* dest, const GPUgstate &state) {
virtual bool DecodeTexture(u8* dest, const GPUgstate &state) override {
return false;
}
std::vector<FramebufferInfo> GetFramebufferList() {
std::vector<FramebufferInfo> GetFramebufferList() override {
return std::vector<FramebufferInfo>();
}
virtual void ClearShaderCache() {}
virtual void CleanupBeforeUI() {}
void ClearShaderCache() override {}
void CleanupBeforeUI() override {}
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override { return std::vector<std::string>(); };
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override {
@ -140,8 +140,8 @@ protected:
void ProcessDLQueueInternal();
virtual void ReapplyGfxStateInternal();
virtual void FastLoadBoneMatrix(u32 target);
virtual void ProcessEvent(GPUEvent ev);
virtual bool ShouldExitEventLoop() {
void ProcessEvent(GPUEvent ev) override;
bool ShouldExitEventLoop() override {
return coreState != CORE_RUNNING;
}
virtual void FinishDeferred() {