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refactor: add [[nodiscard]] to shader/asset load functions, suppress warnings
Add [[nodiscard]] to VkShaderModule::loadFromFile, Shader::loadFromFile/ loadFromSource, AssetManifest::load, DbcLoader::load — all return bool indicating success/failure that callers should check. Suppress with (void) at 17 call sites where validity is checked via isValid() after loading rather than the return value (m2_renderer recreatePipelines, swim_effects recreatePipelines).
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6 changed files with 27 additions and 27 deletions
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@ -463,12 +463,12 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout
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rendering::VkShaderModule particleVert, particleFrag;
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rendering::VkShaderModule smokeVert, smokeFrag;
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m2Vert.loadFromFile(device, "assets/shaders/m2.vert.spv");
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m2Frag.loadFromFile(device, "assets/shaders/m2.frag.spv");
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particleVert.loadFromFile(device, "assets/shaders/m2_particle.vert.spv");
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particleFrag.loadFromFile(device, "assets/shaders/m2_particle.frag.spv");
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smokeVert.loadFromFile(device, "assets/shaders/m2_smoke.vert.spv");
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smokeFrag.loadFromFile(device, "assets/shaders/m2_smoke.frag.spv");
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(void)m2Vert.loadFromFile(device, "assets/shaders/m2.vert.spv");
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(void)m2Frag.loadFromFile(device, "assets/shaders/m2.frag.spv");
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(void)particleVert.loadFromFile(device, "assets/shaders/m2_particle.vert.spv");
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(void)particleFrag.loadFromFile(device, "assets/shaders/m2_particle.frag.spv");
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(void)smokeVert.loadFromFile(device, "assets/shaders/m2_smoke.vert.spv");
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(void)smokeFrag.loadFromFile(device, "assets/shaders/m2_smoke.frag.spv");
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if (!m2Vert.isValid() || !m2Frag.isValid()) {
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LOG_ERROR("M2: Missing required shaders, cannot initialize");
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@ -583,8 +583,8 @@ bool M2Renderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout
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// Vertex format: pos(3) + color(3) + alpha(1) + uv(2) = 9 floats = 36 bytes
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{
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rendering::VkShaderModule ribVert, ribFrag;
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ribVert.loadFromFile(device, "assets/shaders/m2_ribbon.vert.spv");
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ribFrag.loadFromFile(device, "assets/shaders/m2_ribbon.frag.spv");
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(void)ribVert.loadFromFile(device, "assets/shaders/m2_ribbon.vert.spv");
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(void)ribFrag.loadFromFile(device, "assets/shaders/m2_ribbon.frag.spv");
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if (ribVert.isValid() && ribFrag.isValid()) {
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// Reuse particleTexLayout_ for set 1 (single texture sampler)
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VkDescriptorSetLayout ribLayouts[] = {perFrameLayout, particleTexLayout_};
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@ -4766,12 +4766,12 @@ void M2Renderer::recreatePipelines() {
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rendering::VkShaderModule particleVert, particleFrag;
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rendering::VkShaderModule smokeVert, smokeFrag;
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m2Vert.loadFromFile(device, "assets/shaders/m2.vert.spv");
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m2Frag.loadFromFile(device, "assets/shaders/m2.frag.spv");
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particleVert.loadFromFile(device, "assets/shaders/m2_particle.vert.spv");
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particleFrag.loadFromFile(device, "assets/shaders/m2_particle.frag.spv");
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smokeVert.loadFromFile(device, "assets/shaders/m2_smoke.vert.spv");
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smokeFrag.loadFromFile(device, "assets/shaders/m2_smoke.frag.spv");
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(void)m2Vert.loadFromFile(device, "assets/shaders/m2.vert.spv");
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(void)m2Frag.loadFromFile(device, "assets/shaders/m2.frag.spv");
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(void)particleVert.loadFromFile(device, "assets/shaders/m2_particle.vert.spv");
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(void)particleFrag.loadFromFile(device, "assets/shaders/m2_particle.frag.spv");
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(void)smokeVert.loadFromFile(device, "assets/shaders/m2_smoke.vert.spv");
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(void)smokeFrag.loadFromFile(device, "assets/shaders/m2_smoke.frag.spv");
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if (!m2Vert.isValid() || !m2Frag.isValid()) {
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LOG_ERROR("M2Renderer::recreatePipelines: missing required shaders");
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@ -4882,8 +4882,8 @@ void M2Renderer::recreatePipelines() {
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// --- Ribbon pipelines ---
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{
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rendering::VkShaderModule ribVert, ribFrag;
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ribVert.loadFromFile(device, "assets/shaders/m2_ribbon.vert.spv");
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ribFrag.loadFromFile(device, "assets/shaders/m2_ribbon.frag.spv");
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(void)ribVert.loadFromFile(device, "assets/shaders/m2_ribbon.vert.spv");
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(void)ribFrag.loadFromFile(device, "assets/shaders/m2_ribbon.frag.spv");
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if (ribVert.isValid() && ribFrag.isValid()) {
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VkVertexInputBindingDescription rBind{};
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rBind.binding = 0;
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