The sampler and attribute names are formatted into buffers on the
stack, the GLSL header with StringFromFormat, and the missing extensions
into a buffer on the stack; a shader that fails is dumped by appending
its parts. Only the two AA mode assertions still use fmt, until the
assertions move over.
Nothing made a framebuffer with additional colour attachments, so they
go from AbstractFramebuffer, CreateFramebuffer and every backend, and
FramebufferState's additional_color_attachment_count (always 0) with
them: render passes, views, clears, RTVs and blending are for one
colour attachment, in fixed arrays rather than vectors.
Vulkan samplers are kept in an open-addressed table grown by doubling
and render passes in a fixed array, so looking one up never allocates.
Play allocations on the core's thread: 62 to 58.
Where GL has buffer storage, sync objects and texture storage, a 32 MiB
unpack buffer mapped for good in client memory is what loads of
uncompressed 2D and array textures are decoded into; glTexSubImage
uploads them from it.
A staging texture says whether its upload memory stays mapped, and
StagingTransferDone tells without waiting whether the GPU is done with
its last copy, from the Vulkan fence counter, the Direct3D 12 fence
value or the GL sync object. Direct3D 12 upload heaps stay mapped
through their copies.
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
glBlitFramebuffer() does not bypass the scissor test, which meant that
part of texture copies (e.g. XFB) could have been clipped when running
under OpenGL ES, as glCopyImageSubData() is not supported.
This could cause glReadPixels() calls which assume no buffer is bound
(e.g. CPU EFB access) to fail. The problem was limited to devices which
don't support persistent mapping, as the map path is not otherwise.