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gl_rasterizer: Use in-class member initializers where applicable
We can just assign to the members directly in these cases.
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@ -37,11 +37,6 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL() {
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has_ARB_buffer_storage = false;
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has_ARB_direct_state_access = false;
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has_ARB_separate_shader_objects = false;
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has_ARB_vertex_attrib_binding = false;
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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@ -110,8 +105,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
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glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
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}
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accelerate_draw = AccelDraw::Disabled;
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glEnable(GL_BLEND);
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LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
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@ -135,10 +135,10 @@ private:
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/// Syncs the blend state to match the guest state
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void SyncBlendState();
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bool has_ARB_buffer_storage;
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bool has_ARB_direct_state_access;
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bool has_ARB_separate_shader_objects;
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bool has_ARB_vertex_attrib_binding;
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bool has_ARB_buffer_storage = false;
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bool has_ARB_direct_state_access = false;
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bool has_ARB_separate_shader_objects = false;
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bool has_ARB_vertex_attrib_binding = false;
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OpenGLState state;
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@ -167,5 +167,5 @@ private:
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void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset);
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enum class AccelDraw { Disabled, Arrays, Indexed };
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AccelDraw accelerate_draw;
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AccelDraw accelerate_draw = AccelDraw::Disabled;
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};
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