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