Cleanup: Clang-Tidy, modernize-redundant-void-arg
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@@ -63,7 +63,7 @@ GLTexture::~GLTexture()
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}
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/* Return true on success. */
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bool GLTexture::init_internal(void)
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bool GLTexture::init_internal()
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{
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if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
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/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
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@@ -294,7 +294,7 @@ void GLTexture::update_sub(
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* WARNING: Depth textures are not populated but they have their mips correctly defined.
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* WARNING: This resets the mipmap range.
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*/
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void GLTexture::generate_mipmap(void)
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void GLTexture::generate_mipmap()
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{
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this->ensure_mipmaps(9999);
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/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
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@@ -440,7 +440,7 @@ void GLTexture::mip_range_set(int min, int max)
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}
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}
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struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
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struct GPUFrameBuffer *GLTexture::framebuffer_get()
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{
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if (framebuffer_) {
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return framebuffer_;
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@@ -461,7 +461,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
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GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
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void GLTexture::samplers_init(void)
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void GLTexture::samplers_init()
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{
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glGenSamplers(GPU_SAMPLER_MAX, samplers_);
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for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
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@@ -517,7 +517,7 @@ void GLTexture::samplers_init(void)
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debug::object_label(GL_SAMPLER, icon_sampler, "icons");
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}
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void GLTexture::samplers_update(void)
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void GLTexture::samplers_update()
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{
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if (!GLContext::texture_filter_anisotropic_support) {
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return;
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@@ -536,7 +536,7 @@ void GLTexture::samplers_update(void)
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}
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}
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void GLTexture::samplers_free(void)
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void GLTexture::samplers_free()
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{
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glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
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}
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@@ -649,7 +649,7 @@ bool GLTexture::proxy_check(int mip)
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/** \} */
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void GLTexture::check_feedback_loop(void)
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void GLTexture::check_feedback_loop()
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{
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/* Recursive down sample workaround break this check.
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* See #recursive_downsample() for more information. */
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@@ -679,7 +679,7 @@ void GLTexture::check_feedback_loop(void)
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}
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/* TODO(fclem): Legacy. Should be removed at some point. */
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uint GLTexture::gl_bindcode_get(void) const
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uint GLTexture::gl_bindcode_get() const
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{
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return tex_id_;
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}
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