[core] prefer static_cast for casts to derived classes
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@@ -168,7 +168,7 @@ public:
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const gfx::IndexBuffer& indexBuffer,
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std::size_t indexOffset,
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std::size_t indexLength) override {
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auto& context = reinterpret_cast<gl::Context&>(genericContext);
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auto& context = static_cast<gl::Context&>(genericContext);
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context.setDepthMode(depthMode);
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context.setStencilMode(stencilMode);
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@@ -194,7 +194,7 @@ public:
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instance.textureStates.bind(context, textureBindings);
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auto& vertexArray = reinterpret_cast<gl::DrawScopeResource&>(*drawScope.resource).vertexArray;
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auto& vertexArray = static_cast<gl::DrawScopeResource&>(*drawScope.resource).vertexArray;
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vertexArray.bind(context,
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indexBuffer,
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instance.attributeLocations.toBindingArray(attributeBindings));
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@@ -9,7 +9,7 @@ namespace gl {
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using namespace platform;
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void bindTexture(gl::Context& context, const uint8_t unit, const gfx::TextureBinding& binding) {
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auto& resource = reinterpret_cast<gl::TextureResource&>(*binding.resource);
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auto& resource = static_cast<gl::TextureResource&>(*binding.resource);
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if (binding.filter != resource.filter || binding.mipmap != resource.mipmap ||
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binding.wrapX != resource.wrapX || binding.wrapY != resource.wrapY) {
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context.activeTextureUnit = unit;
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@@ -58,7 +58,7 @@ void RenderCustomLayer::render(PaintParameters& paintParameters, RenderSource*)
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}
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// TODO: remove cast
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gl::Context& glContext = reinterpret_cast<gl::Context&>(paintParameters.context);
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gl::Context& glContext = static_cast<gl::Context&>(paintParameters.context);
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const TransformState& state = paintParameters.state;
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// Reset GL state to a known state so the CustomLayer always has a clean slate.
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@@ -52,7 +52,7 @@ bool RenderFillExtrusionLayer::hasCrossfade() const {
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void RenderFillExtrusionLayer::render(PaintParameters& parameters, RenderSource*) {
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// TODO: remove cast
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gl::Context& glContext = reinterpret_cast<gl::Context&>(parameters.context);
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gl::Context& glContext = static_cast<gl::Context&>(parameters.context);
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if (parameters.pass == RenderPass::Opaque) {
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return;
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@@ -64,7 +64,7 @@ bool RenderFillLayer::hasCrossfade() const {
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void RenderFillLayer::render(PaintParameters& parameters, RenderSource*) {
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// TODO: remove cast
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gl::Context& glContext = reinterpret_cast<gl::Context&>(parameters.context);
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gl::Context& glContext = static_cast<gl::Context&>(parameters.context);
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if (unevaluated.get<FillPattern>().isUndefined()) {
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for (const RenderTile& tile : renderTiles) {
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@@ -53,7 +53,7 @@ void RenderHeatmapLayer::render(PaintParameters& parameters, RenderSource*) {
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}
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// TODO: remove cast
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gl::Context& glContext = reinterpret_cast<gl::Context&>(parameters.context);
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gl::Context& glContext = static_cast<gl::Context&>(parameters.context);
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if (parameters.pass == RenderPass::Pass3D) {
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const auto& viewportSize = parameters.staticData.backendSize;
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@@ -311,7 +311,7 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) {
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backend.updateAssumedState();
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// TODO: remove cast
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gl::Context& glContext = reinterpret_cast<gl::Context&>(parameters.context);
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gl::Context& glContext = static_cast<gl::Context&>(parameters.context);
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if (parameters.contextMode == GLContextMode::Shared) {
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glContext.setDirtyState();
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@@ -66,7 +66,7 @@ OffscreenTexture::OffscreenTexture(gfx::Context& context,
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const Size size,
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const gfx::TextureChannelDataType type)
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// TODO: remove cast
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: impl(std::make_unique<Impl>(reinterpret_cast<gl::Context&>(context), std::move(size), type)) {
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: impl(std::make_unique<Impl>(static_cast<gl::Context&>(context), std::move(size), type)) {
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assert(!size.isEmpty());
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}
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@@ -75,7 +75,7 @@ OffscreenTexture::OffscreenTexture(gfx::Context& context,
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gfx::Renderbuffer<gfx::RenderbufferPixelType::Depth>& renderbuffer,
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const gfx::TextureChannelDataType type)
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// TODO: remove cast
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: impl(std::make_unique<Impl>(reinterpret_cast<gl::Context&>(context), std::move(size), renderbuffer, type)) {
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: impl(std::make_unique<Impl>(static_cast<gl::Context&>(context), std::move(size), renderbuffer, type)) {
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assert(!size.isEmpty());
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}
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