Cleanup: Clang-Tidy, modernize-redundant-void-arg
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@@ -42,7 +42,7 @@ namespace blender::gpu {
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/** \name GLStateManager
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* \{ */
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GLStateManager::GLStateManager(void)
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GLStateManager::GLStateManager()
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{
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/* Set other states that never change. */
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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@@ -71,7 +71,7 @@ GLStateManager::GLStateManager(void)
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set_mutable_state(mutable_state);
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}
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void GLStateManager::apply_state(void)
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void GLStateManager::apply_state()
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{
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if (!this->use_bgl) {
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this->set_state(this->state);
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@@ -84,7 +84,7 @@ void GLStateManager::apply_state(void)
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};
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/* Will set all the states regardless of the current ones. */
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void GLStateManager::force_state(void)
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void GLStateManager::force_state()
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{
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/* Little exception for clip distances since they need to keep the old count correct. */
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uint32_t clip_distances = current_.clip_distances;
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@@ -511,7 +511,7 @@ void GLStateManager::texture_unbind(Texture *tex_)
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tex->is_bound_ = false;
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}
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void GLStateManager::texture_unbind_all(void)
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void GLStateManager::texture_unbind_all()
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{
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for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
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if (textures_[i] != 0) {
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@@ -523,7 +523,7 @@ void GLStateManager::texture_unbind_all(void)
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this->texture_bind_apply();
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}
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void GLStateManager::texture_bind_apply(void)
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void GLStateManager::texture_bind_apply()
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{
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if (dirty_texture_binds_ == 0) {
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return;
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@@ -555,7 +555,7 @@ void GLStateManager::texture_unpack_row_length_set(uint len)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, len);
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}
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uint64_t GLStateManager::bound_texture_slots(void)
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uint64_t GLStateManager::bound_texture_slots()
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{
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uint64_t bound_slots = 0;
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for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
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@@ -603,7 +603,7 @@ void GLStateManager::image_unbind(Texture *tex_)
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tex->is_bound_ = false;
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}
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void GLStateManager::image_unbind_all(void)
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void GLStateManager::image_unbind_all()
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{
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for (int i = 0; i < ARRAY_SIZE(images_); i++) {
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if (images_[i] != 0) {
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@@ -614,7 +614,7 @@ void GLStateManager::image_unbind_all(void)
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this->image_bind_apply();
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}
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void GLStateManager::image_bind_apply(void)
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void GLStateManager::image_bind_apply()
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{
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if (dirty_image_binds_ == 0) {
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return;
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@@ -638,7 +638,7 @@ void GLStateManager::image_bind_apply(void)
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}
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}
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uint8_t GLStateManager::bound_image_slots(void)
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uint8_t GLStateManager::bound_image_slots()
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{
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uint8_t bound_slots = 0;
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for (int i = 0; i < ARRAY_SIZE(images_); i++) {
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