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renderer_base: Make Rasterizer() return the rasterizer by reference
All calling code assumes that the rasterizer will be in a valid state, which is a totally fine assumption. The only way the rasterizer wouldn't be is if initialization is done incorrectly or fails, which is checked against in System::Init().
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@ -355,16 +355,16 @@ void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
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const u64 overlap_size = overlap_end - overlap_start;
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for (const auto& gpu_address : gpu_addresses) {
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auto* rasterizer = system_instance.Renderer().Rasterizer();
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auto& rasterizer = system_instance.Renderer().Rasterizer();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer->FlushRegion(gpu_address, overlap_size);
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rasterizer.FlushRegion(gpu_address, overlap_size);
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break;
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case FlushMode::Invalidate:
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rasterizer->InvalidateRegion(gpu_address, overlap_size);
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rasterizer.InvalidateRegion(gpu_address, overlap_size);
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break;
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case FlushMode::FlushAndInvalidate:
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rasterizer->FlushAndInvalidateRegion(gpu_address, overlap_size);
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rasterizer.FlushAndInvalidateRegion(gpu_address, overlap_size);
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break;
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}
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}
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