xenia-gpu mostly clang clean.
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@@ -57,8 +57,7 @@ const char* GetVertexFormatTypeName(const GL4Shader::BufferDescElement& el) {
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}
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}
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GL4ShaderTranslator::GL4ShaderTranslator()
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: output_(kOutputCapacity), dwords_(nullptr) {}
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GL4ShaderTranslator::GL4ShaderTranslator() : output_(kOutputCapacity) {}
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GL4ShaderTranslator::~GL4ShaderTranslator() = default;
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@@ -95,8 +94,6 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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}
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}
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const auto& alloc_counts = vertex_shader->alloc_counts();
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// Vertex shader main() header.
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Append("void processVertex(const in StateData state) {\n");
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@@ -1812,8 +1809,8 @@ bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
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uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
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// TODO(benvanik): detect xyzw = xyzw, etc.
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// TODO(benvanik): detect and set as rN = vec4(samp.xyz, 1.0); / etc
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uint32_t component_count =
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GetVertexFormatComponentCount(static_cast<VertexFormat>(vtx->format));
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// uint32_t component_count =
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// GetVertexFormatComponentCount(static_cast<VertexFormat>(vtx->format));
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uint32_t dst_swiz = vtx->dst_swiz;
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for (int i = 0; i < 4; i++) {
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if ((dst_swiz & 0x7) == 4) {
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