gl_rasterizer: Fix minor warnings and improve readability
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		@@ -35,10 +35,10 @@ static bool IsVendorIntel() {
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RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
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    : vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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      uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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      index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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      texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false),
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      texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
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      uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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      index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE),
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      texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE),
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      texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE) {
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    // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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    state.clip_distance[0] = true;
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@@ -157,7 +157,9 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
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    glEnable(GL_BLEND);
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    SyncEntireState();
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    // Explicitly call the derived version to avoid warnings about calling virtual
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    // methods in the constructor
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    RasterizerOpenGL::SyncEntireState();
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}
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RasterizerOpenGL::~RasterizerOpenGL() = default;
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@@ -628,6 +630,18 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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        }
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    };
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    auto BindCubeFace = [&](GLuint& target, Pica::TexturingRegs::CubeFace face,
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                            Pica::Texture::TextureInfo& info) {
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        info.physical_address = regs.texturing.GetCubePhysicalAddress(face);
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        Surface surface = res_cache.GetTextureSurface(info);
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        if (surface != nullptr) {
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            CheckBarrier(target = surface->texture.handle);
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        } else {
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            target = 0;
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        }
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    };
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    // Sync and bind the texture surfaces
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    const auto pica_textures = regs.texturing.GetTextures();
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    for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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@@ -647,65 +661,15 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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                    continue;
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                }
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                case TextureType::ShadowCube: {
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                    Pica::Texture::TextureInfo info = Pica::Texture::TextureInfo::FromPicaRegister(
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                        texture.config, texture.format);
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                    Surface surface;
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                    using CubeFace = Pica::TexturingRegs::CubeFace;
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveX);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_px = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_px = 0;
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                    }
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeX);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_nx = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_nx = 0;
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                    }
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveY);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_py = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_py = 0;
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                    }
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeY);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_ny = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_ny = 0;
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                    }
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveZ);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_pz = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_pz = 0;
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                    }
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                    info.physical_address =
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                        regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeZ);
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                    surface = res_cache.GetTextureSurface(info);
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                    if (surface != nullptr) {
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                        CheckBarrier(state.image_shadow_texture_nz = surface->texture.handle);
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                    } else {
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                        state.image_shadow_texture_nz = 0;
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                    }
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                    auto info = Pica::Texture::TextureInfo::FromPicaRegister(texture.config,
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                                                                             texture.format);
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                    BindCubeFace(state.image_shadow_texture_px, CubeFace::PositiveX, info);
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                    BindCubeFace(state.image_shadow_texture_nx, CubeFace::NegativeX, info);
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                    BindCubeFace(state.image_shadow_texture_py, CubeFace::PositiveY, info);
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                    BindCubeFace(state.image_shadow_texture_ny, CubeFace::NegativeY, info);
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                    BindCubeFace(state.image_shadow_texture_pz, CubeFace::PositiveZ, info);
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                    BindCubeFace(state.image_shadow_texture_nz, CubeFace::NegativeZ, info);
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                    continue;
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                }
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                case TextureType::TextureCube:
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@@ -725,7 +689,10 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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                    texture_cube_sampler.SyncWithConfig(texture.config);
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                    state.texture_units[texture_index].texture_2d = 0;
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                    continue; // Texture unit 0 setup finished. Continue to next unit
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                default:
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                    break;
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                }
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                state.texture_cube_unit.texture_cube = 0;
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            }
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