VideoCommon/RenderBase: Use structured bindings where applicable

Same behavior, but immediately assigns to variables, allowing them to be
const.
This commit is contained in:
Lioncash 2019-08-04 22:57:12 -04:00
parent dd5b8895fe
commit cfdfbbff38

View File

@ -315,9 +315,7 @@ bool Renderer::CalculateTargetSize()
if (max_size < EFB_WIDTH * m_efb_scale) if (max_size < EFB_WIDTH * m_efb_scale)
m_efb_scale = max_size / EFB_WIDTH; m_efb_scale = max_size / EFB_WIDTH;
int new_efb_width = 0; auto [new_efb_width, new_efb_height] = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
int new_efb_height = 0;
std::tie(new_efb_width, new_efb_height) = CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT);
new_efb_width = std::max(new_efb_width, 1); new_efb_width = std::max(new_efb_width, 1);
new_efb_height = std::max(new_efb_height, 1); new_efb_height = std::max(new_efb_height, 1);
@ -816,15 +814,15 @@ void Renderer::UpdateDrawRectangle()
void Renderer::SetWindowSize(int width, int height) void Renderer::SetWindowSize(int width, int height)
{ {
std::tie(width, height) = CalculateOutputDimensions(width, height); const auto [out_width, out_height] = CalculateOutputDimensions(width, height);
// Track the last values of width/height to avoid sending a window resize event every frame. // Track the last values of width/height to avoid sending a window resize event every frame.
if (width != m_last_window_request_width || height != m_last_window_request_height) if (out_width == m_last_window_request_width && out_height == m_last_window_request_height)
{ return;
m_last_window_request_width = width;
m_last_window_request_height = height; m_last_window_request_width = out_width;
Host_RequestRenderWindowSize(width, height); m_last_window_request_height = out_height;
} Host_RequestRenderWindowSize(out_width, out_height);
} }
std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) const std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height) const
@ -832,8 +830,7 @@ std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
width = std::max(width, 1); width = std::max(width, 1);
height = std::max(height, 1); height = std::max(height, 1);
float scaled_width, scaled_height; auto [scaled_width, scaled_height] = ScaleToDisplayAspectRatio(width, height);
std::tie(scaled_width, scaled_height) = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop) if (g_ActiveConfig.bCrop)
{ {
@ -1210,11 +1207,9 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
else else
{ {
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode. // Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
const auto [flush_count_4_3, flush_count_anamorphic] =
size_t flush_count_4_3, flush_count_anamorphic;
std::tie(flush_count_4_3, flush_count_anamorphic) =
g_vertex_manager->ResetFlushAspectRatioCount(); g_vertex_manager->ResetFlushAspectRatioCount();
size_t flush_total = flush_count_4_3 + flush_count_anamorphic; const size_t flush_total = flush_count_4_3 + flush_count_anamorphic;
// Modify the threshold based on which aspect ratio we're already using: if // Modify the threshold based on which aspect ratio we're already using: if
// the game's in 4:3, it probably won't switch to anamorphic, and vice-versa. // the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
@ -1344,8 +1339,7 @@ void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
if (g_ActiveConfig.stereo_mode == StereoMode::SBS || if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB) g_ActiveConfig.stereo_mode == StereoMode::TAB)
{ {
MathUtil::Rectangle<int> left_rc, right_rc; const auto [left_rc, right_rc] = ConvertStereoRectangle(target_rc);
std::tie(left_rc, right_rc) = ConvertStereoRectangle(target_rc);
m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0); m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1); m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);