forked from eden-emu/eden
General: Make use of std::nullopt where applicable
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
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f3b0c1b4b5
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e457001dce
17 changed files with 60 additions and 59 deletions
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@ -813,7 +813,7 @@ private:
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const u8 location = static_cast<u8>(static_cast<u32>(index) * 4 + element);
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const auto it = transform_feedback.find(location);
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if (it == transform_feedback.end()) {
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return {};
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return std::nullopt;
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}
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return it->second.components;
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}
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@ -1295,21 +1295,21 @@ private:
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switch (element) {
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case 0:
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UNIMPLEMENTED();
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return {};
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return std::nullopt;
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case 1:
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if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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return {};
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return std::nullopt;
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}
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return {{"gl_Layer", Type::Int}};
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case 2:
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if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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return {};
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return std::nullopt;
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}
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return {{"gl_ViewportIndex", Type::Int}};
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case 3:
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return {{"gl_PointSize", Type::Float}};
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}
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return {};
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return std::nullopt;
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case Attribute::Index::FrontColor:
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return {{"gl_FrontColor"s + GetSwizzle(element), Type::Float}};
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case Attribute::Index::FrontSecondaryColor:
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@ -1332,7 +1332,7 @@ private:
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Type::Float}};
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}
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UNIMPLEMENTED_MSG("Unhandled output attribute: {}", static_cast<u32>(attribute));
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return {};
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return std::nullopt;
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}
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}
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