AI Slop Code Risk Monitor

hrydgard/ppsspp

SlopCodeMonitor badge for hrydgard/ppsspp Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

A PSP emulator for Android, Windows, Mac, Linux and iOS, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues.

3.1 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for hrydgard/ppsspp, a C++ project with 14,792 GitHub stars. SynthScan examined 1,199,276 lines of code across 2643 source files, recording 3736 pattern matches distributed across 17 syntactic categories. The legacy adjusted pattern signal is 3.1 (Low pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

3.1
Adjusted Signal
3.1
Raw Pattern Score
100%
Time Factor
2026-10-31
Last Push
14.8K
Stars
C++
Language
1.2M
Lines of Code
2.6K
Files
3.7K
Pattern Hits
2026-10-31
Scan Date
0.00
HC Hit Rate

Risk Review · Payload v1

Use each vector to guide manual verification of the underlying findings.

Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.

Cognitive Ownership Risk 14.1/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 3702 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.1/100 · LOW

Are imports declared and package/API names verified? 9 finding(s).

Agent Over-Engineering Ratio 0.4/100 · LOW

Are wrappers, guards, and repeated structures necessary? 31 finding(s).

PR Review Velocity Impact 15.1/100 · LOW

Which changes need focused human review? 3736 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 0HIGH 9MEDIUM 77LOW 3650

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 3736 distinct pattern matches across 17 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Over-Commented Block3551 hits · 3298 pts
SeverityFileLineSnippetContext
LOWppsspp_config.h1#pragma onceCOMMENT
LOWppsspp_config.h21#if (defined(_M_X64) || defined(__amd64__) || defined(__x86_64__)) && !defined(__EMSCRIPTEN__)COMMENT
LOWppsspp_config.h41 defined(__ARM_ARCH_7S__)COMMENT
LOWppsspp_config.h61#if defined(__mips64__)COMMENT
LOWppsspp_config.h81 #define PPSSPP_ARCH_LOONGARCH64_LASX 1COMMENT
LOWppsspp_config.h101 // Check PPSSPP_PLATFORM(TVOS) for the differences.COMMENT
LOWppsspp_config.h121 #define PPSSPP_PLATFORM_ANDROID 1COMMENT
LOWppsspp_config.h141#endifCOMMENT
LOWb-ios.sh21 <string>development</string>COMMENT
LOW.ycm_extra_conf.py1# A simple YouCompleteMe (vim plugin) configuration that works well with PPSSPP.COMMENT
LOWUI/BackgroundAudio.cpp1#include <memory>COMMENT
LOWUI/InstallZipScreen.h1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/UploadScreen.h1#pragma onceCOMMENT
LOWUI/UploadScreen.h21COMMENT
LOWUI/Theme.h1#pragma onceCOMMENT
LOWUI/InstallZipScreen.cpp1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/InstallZipScreen.cpp21#include "Common/UI/Notice.h"COMMENT
LOWUI/MiscViews.cpp1#include "Common/UI/View.h"COMMENT
LOWUI/ShareFiles.h1// Copyright (c) 2012- PPSSPP Project.COMMENT
LOWUI/ShareFiles.h21#include <string_view>COMMENT
LOWUI/AdhocServerScreen.cpp1#include <algorithm>COMMENT
LOWUI/InstallUpdateScreen.h1// Copyright (c) 2012- PPSSPP Project.COMMENT
LOWUI/InstallUpdateScreen.h21#include <memory>COMMENT
LOWUI/GameSettingsScreen.h1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/GameSettingsScreen.h21#include <condition_variable>COMMENT
LOWUI/MemStickScreen.cpp1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/MemStickScreen.cpp21COMMENT
LOWUI/MemStickScreen.cpp41#include "Common/File/DiskFree.h"COMMENT
LOWUI/GameSettingsScreen.cpp1COMMENT
LOWUI/GameSettingsScreen.cpp21#include <functional>COMMENT
LOWUI/GameSettingsScreen.cpp41#include "Core/Reporting.h"COMMENT
LOWUI/TiltAnalogSettingsScreen.cpp1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/TiltAnalogSettingsScreen.cpp21#include "Core/ConfigValues.h"COMMENT
LOWUI/PSPNSApplicationDelegate.h1//COMMENT
LOWUI/ImposeHome.cpp1// Copyright (c) 2026- PPSSPP Project.COMMENT
LOWUI/ImposeHome.cpp21#include <vector>COMMENT
LOWUI/ImposeHome.cpp41#include "Core/HLE/sceRtc.h"COMMENT
LOWUI/ImposeHome.cpp61// The ones used here: 0 the battery (28x17, four levels stacked, full first), 2 and 3 theCOMMENT
LOWUI/SystemInfoScreen.cpp1#include <algorithm>COMMENT
LOWUI/SystemInfoScreen.cpp21#include "Common/UI/Notice.h"COMMENT
LOWUI/SavedataScreen.h1// Copyright (c) 2015- PPSSPP Project.COMMENT
LOWUI/GamePacker.cpp1// Copyright (c) 2012- PPSSPP Project.COMMENT
LOWUI/GamePacker.cpp21#include <thread>COMMENT
LOWUI/GameInfoCache.h1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/GameInfoCache.h21#include <string>COMMENT
LOWUI/GameInfoCache.h221class GameInfoCache {COMMENT
LOWUI/PauseScreen.h1// Copyright (c) 2014- PPSSPP Project.COMMENT
LOWUI/DriverManagerScreen.cpp1#include "Common/File/VFS/ZipFileReader.h"COMMENT
LOWUI/GameInfoCache.cpp1COMMENT
LOWUI/GameInfoCache.cpp21#include <string>COMMENT
LOWUI/GameInfoCache.cpp41#include "Core/ELF/PBPReader.h"COMMENT
LOWUI/GameScreen.h1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/GameScreen.h21#include <functional>COMMENT
LOWUI/RemoteISOScreen.cpp1// Copyright (c) 2014- PPSSPP Project.COMMENT
LOWUI/RemoteISOScreen.cpp21COMMENT
LOWUI/RemoteISOScreen.cpp41#include "Common/UI/ScreenManager.h"COMMENT
LOWUI/CustomButtonMappingScreen.cpp1// Copyright (c) 2013- PPSSPP Project.COMMENT
LOWUI/CustomButtonMappingScreen.cpp21#include "Common/UI/Context.h"COMMENT
LOWUI/OnScreenDisplay.h1#pragma onceCOMMENT
LOWUI/FirmwareScreen.cpp1// Copyright (c) 2026- PPSSPP Project.COMMENT
3491 more matches not shown…
Slop Phrases71 hits · 172 pts
SeverityFileLineSnippetContext
LOWGPU/GPUCommonHW.cpp1496 // TODO: If you change the rules here, don't forget to update the inner interpreter in Execute_Prim.COMMENT
LOWGPU/GPUState.h200 // In the unlikely case we ever add anything else here, don't forget to update the padding on the next line!COMMENT
LOWGPU/Common/ShaderCommon.h95 // Don't forget to update DIRTY_ALL_UNIFORMS when you start using them.COMMENT
LOWGPU/Common/VertexShaderGenerator.cpp939 // NOTE: When changing this test, don't forget to change the test in the fragment shader fallback too.COMMENT
LOWGPU/Common/FragmentShaderGenerator.cpp1283 // See the vertex shader generator for the explanation for this - and don't forget to update bothCOMMENT
LOWCore/CmdLine.h24// When adding new options, don't forget to update g_autoParams in CmdLine.cpp (or write manual parsing).COMMENT
LOWCore/MIPS/IR/IRInst.cpp24// So if you add new letters, don't forget to add them to IRNativeRegCacheBase::MappingFromInst.COMMENT
LOWCore/MIPS/LoongArch64/LoongArch64Asm.cpp244 // Don't forget to zap the instruction cache! This must stay at the end of this function.COMMENT
LOWCore/MIPS/ARM/ArmIRAsm.cpp219 // Don't forget to zap the instruction cache! This must stay at the end of this function.COMMENT
LOWCore/MIPS/RiscV/RiscVAsm.cpp257 // Don't forget to zap the instruction cache! This must stay at the end of this function.COMMENT
LOWCore/MIPS/ARM64/Arm64IRAsm.cpp334 // Don't forget to zap the instruction cache! This must stay at the end of this function.COMMENT
LOWext/ffmpeg/libavcodec/version.h152/* XXX: don't forget to drop the -vismv documentation */COMMENT
MEDIUMext/imgui/imgui_widgets.cpp7399// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
LOWext/vma/vk_mem_alloc.h17695// At the end, don't forget to:COMMENT
LOWext/vma/vk_mem_alloc.h19148// At the end, don't forget to destroy it!COMMENT
LOWext/vma/vk_mem_alloc.h19191// At the end, don't forget to destroy it!COMMENT
LOWext/vma/vk_mem_alloc.h711 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWext/vma/vk_mem_alloc.h2924don't forget to free them.CODE
LOWext/vma/vk_mem_alloc.h2971don't forget to free it as well.CODE
LOWext/vma/vk_mem_alloc.h17732Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWext/vma/vk_mem_alloc.h18894If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWCommon/GPU/Vulkan/VulkanFramebuffer.h13// When you add more flags, don't forget to update rpTypeDebugNames[].COMMENT
LOWCommon/GPU/OpenGL/GLQueueRunner.cpp605 // Don't forget to make sure fbo_standard_z_depth() matches.COMMENT
LOWCommon/Data/Text/I18n.cpp10// Don't forget to update the constants in the header file if you change this.COMMENT
LOWCommon/Data/Text/I18n.h27// Don't forget to update the string array in the cpp file if you change this.COMMENT
LOWheadless/Headless.cpp15// NOTE: In MSVC, don't forget to set the working directory to $ProjectDir\.. in debug settings.COMMENT
MEDIUMassets/lang/it_IT.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/ja_JP.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/fa_IR.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/be_BY.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/vi_VN.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/ro_RO.ini249# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/es_ES.ini249# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/pl_PL.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/th_TH.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/nl_NL.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/gr_EL.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/tg_PH.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/ko_KR.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/he_IL.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/nn_NO.ini272# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/en_US.ini272# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/sv_SE.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/id_ID.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/jv_ID.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/zh_TW.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/ms_MY.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/fi_FI.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/zh_CN.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/hr_HR.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/az_AZ.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/uk_UA.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/es_LA.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/hu_HU.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/no_NO.ini272# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/dr_ID.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/da_DK.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/pt_BR.ini272# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/gl_ES.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
MEDIUMassets/lang/ru_RU.ini248# If your language does not show well with the default font, you can use Font to specify a different one.COMMENT
11 more matches not shown…
Decorative Section Separators15 hits · 51 pts
SeverityFileLineSnippetContext
MEDIUMcmake/scripts/setup-cross.sh53# ── OpenGL headers ───────────────────────────────────────────────────────────COMMENT
MEDIUMcmake/scripts/setup-cross.sh61# ── GL stub library ──────────────────────────────────────────────────────────COMMENT
MEDIUMcmake/scripts/setup-cross.sh110# ── Dynamic linker symlink ───────────────────────────────────────────────────COMMENT
MEDIUMext/zlib/CMakeLists.txt88#============================================================================COMMENT
MEDIUMext/zlib/CMakeLists.txt90#============================================================================COMMENT
MEDIUMext/zlib/CMakeLists.txt197#============================================================================COMMENT
MEDIUMext/zlib/CMakeLists.txt199#============================================================================COMMENT
MEDIUM⚡assets/compat.ini1# ========================================================================================COMMENT
MEDIUM⚡assets/compat.ini3# ========================================================================================COMMENT
MEDIUMassets/compat.ini27# ========================================================================================COMMENT
MEDIUMassets/compat.ini29# ========================================================================================COMMENT
MEDIUM⚡assets/compatvr.ini1# ========================================================================================COMMENT
MEDIUM⚡assets/compatvr.ini3# ========================================================================================COMMENT
MEDIUMassets/compatvr.ini28# ========================================================================================COMMENT
MEDIUMassets/compatvr.ini30# ========================================================================================COMMENT
Structural Annotation Overuse21 hits · 40 pts
SeverityFileLineSnippetContext
LOWGPU/Common/SoftwareTransformCommon.cpp757 // Step 2: expand and process primitives.COMMENT
LOWGPU/Common/VertexShaderGenerator.cpp510 // Step 1: World Transform (bones/skinning is now always handled in decode)COMMENT
LOWGPU/Common/VertexShaderGenerator.cpp819 // Step 3: UV generationCOMMENT
LOW⚡ext/snappy/snappy.cpp830 // Step 2: A 4-byte match has been found. We'll later see if moreCOMMENT
LOW⚡ext/snappy/snappy.cpp836 // Step 3: Call EmitCopy, and then see if another EmitCopy couldCOMMENT
LOWext/snappy/snappy.cpp760 // Step 1: Scan forward in the input looking for a 4-byte-long match.COMMENT
LOWai_instructions/mac_camera/CONTRIBUTION_GUIDE.md3## Step 1: Set Up Development EnvironmentCOMMENT
LOWai_instructions/mac_camera/CONTRIBUTION_GUIDE.md33## Step 2: Find Something to Work OnCOMMENT
LOWai_instructions/mac_camera/CONTRIBUTION_GUIDE.md57## Step 3: Make Your ChangesCOMMENT
LOWai_instructions/mac_camera/CONTRIBUTION_GUIDE.md77## Step 4: Submit Pull RequestCOMMENT
LOWCommon/Net/HTTPHeaders.cpp59 // Step 1: MethodCOMMENT
LOWCommon/Net/HTTPHeaders.cpp77 // Step 2: Resource, params (what's after the ?, if any)COMMENT
LOW⚡Common/Serialize/Serializer.h333 // Step 1: Measure the space required.COMMENT
LOW⚡Common/Serialize/Serializer.h339 // Step 2: Dump the state.COMMENT
LOW⚡Common/Serialize/Serializer.h346 // Step 3: Verify the state.COMMENT
LOW⚡Windows/Hid/HidCommon.h44 // Step 1: Initialize with 0xFFFFFFFF and process the "Hidden" BT headerCOMMENT
LOW⚡Windows/Hid/HidCommon.h47 // Step 2: Continue the calculation with the actual Report ID and DataCOMMENT
LOW⚡Windows/Hid/HidCommon.h50 // Step 3: Final XOR (the ~ in C#)COMMENT
LOW⚡UWP/PFXKEY_NOTE.md14## Step 1: Open the Package ManifestCOMMENT
LOW⚡UWP/PFXKEY_NOTE.md22## Step 2: Go to the Packaging TabCOMMENT
LOW⚡UWP/PFXKEY_NOTE.md29## Step 3: Choose a CertificateCOMMENT
AI Slop Vocabulary14 hits · 38 pts
SeverityFileLineSnippetContext
MEDIUMb.sh138# For the headless cross targets, build a comprehensive GL/GLX stub intoCOMMENT
MEDIUMTools/cpu_fuzz_reduce.py53 # 0 passed, 1 failed (differences in strict mode), 2 reported by the harness as failing.COMMENT
MEDIUMCore/PSPLoaders.cpp557 // TODO: More robust check.COMMENT
LOWCore/HLE/NetInetConstants.h89#define PSP_NET_INET_SO_DONTROUTE 0x0010 // just use interface addressesCOMMENT
MEDIUMCore/MIPS/InterpreterVFPU.cpp764 // Essentially D prefix saturation is forced.COMMENT
MEDIUMCore/FileSystems/DirectoryFileSystem.cpp905// Essentially all lowercase files are seen as UPPERCASE.COMMENT
LOWext/ffmpeg/libavformat/avformat.h1420#define AVFMT_FLAG_NOFILLIN 0x0010 ///< Do not infer any values from other values, just return what is stored in theCOMMENT
LOWext/libpng17/pngstruct.h214# define PNG_TC_INIT_FORMAT 0x01U /* Initialization step 1: just set 'format',COMMENT
MEDIUMext/sol/sol.hpp3103 // Definitely 5.0COMMENT
MEDIUMext/snappy/snappy.cpp884 // Because the least significant 5 bytes matched, we can utilize dataCOMMENT
MEDIUMCommon/UI/UI.h16// Simple ID generators. Absolutely no guarantee of collision avoidance if you implementCOMMENT
MEDIUMCommon/UI/PopupScreens.cpp296 // TODO: Some more robust check here...COMMENT
MEDIUMCommon/GPU/thin3d.h970 // Total amount of frames rendered. Unaffected by game pause, so more robust than gpuStats.totals.numFlipsCOMMENT
MEDIUMSDL/SDLGLGraphicsContext.cpp367 // Definitely don't shutdown here: we'll keep trying more GL versions.COMMENT
Empty Error Handlers6 hits · 30 pts
SeverityFileLineSnippetContext
HIGHframetests.py143except OSError:CODE
HIGHframetests.py743except OSError:CODE
HIGH.ycm_extra_conf.py185except ValueError:CODE
HIGHTools/adhoc_session.py63except OSError:CODE
HIGHTools/adhoc_session.py309except ProcessLookupError:CODE
HIGHTools/headless_bench.py74except OSError:CODE
Verbosity Indicators14 hits · 27 pts
SeverityFileLineSnippetContext
LOWGPU/Common/SoftwareTransformCommon.cpp757 // Step 2: expand and process primitives.COMMENT
LOWGPU/Common/VertexShaderGenerator.cpp510 // Step 1: World Transform (bones/skinning is now always handled in decode)COMMENT
LOWGPU/Common/VertexShaderGenerator.cpp819 // Step 3: UV generationCOMMENT
LOW⚡ext/snappy/snappy.cpp830 // Step 2: A 4-byte match has been found. We'll later see if moreCOMMENT
LOW⚡ext/snappy/snappy.cpp836 // Step 3: Call EmitCopy, and then see if another EmitCopy couldCOMMENT
LOWext/snappy/snappy.cpp760 // Step 1: Scan forward in the input looking for a 4-byte-long match.COMMENT
LOWCommon/Net/HTTPHeaders.cpp59 // Step 1: MethodCOMMENT
LOWCommon/Net/HTTPHeaders.cpp77 // Step 2: Resource, params (what's after the ?, if any)COMMENT
LOW⚡Common/Serialize/Serializer.h333 // Step 1: Measure the space required.COMMENT
LOW⚡Common/Serialize/Serializer.h339 // Step 2: Dump the state.COMMENT
LOW⚡Common/Serialize/Serializer.h346 // Step 3: Verify the state.COMMENT
LOW⚡Windows/Hid/HidCommon.h44 // Step 1: Initialize with 0xFFFFFFFF and process the "Hidden" BT headerCOMMENT
LOW⚡Windows/Hid/HidCommon.h47 // Step 2: Continue the calculation with the actual Report ID and DataCOMMENT
LOW⚡Windows/Hid/HidCommon.h50 // Step 3: Final XOR (the ~ in C#)COMMENT
Self-Referential Comments5 hits · 17 pts
SeverityFileLineSnippetContext
MEDIUMext/vma/vk_mem_alloc.h1744-# Create an instance of the #VmaVulkanFunctions structure.CODE
MEDIUMandroid/legacy/conv_color.sh5# Define the base directory to start the searchCOMMENT
MEDIUM⚡assets/compat.ini5# This file is not meant to be user-editable, although is kept as a separate iniCOMMENT
MEDIUM⚡assets/compatvr.ini5# This file is not meant to be user-editable, although is kept as a separate iniCOMMENT
MEDIUMassets/shaders/smiley.py9# Define the colors (RGBA uint32)COMMENT
Deep Nesting15 hits · 15 pts
SeverityFileLineSnippetContext
LOWframetests.py492CODE
LOWtest.py958CODE
LOW.ycm_extra_conf.py150CODE
LOWTools/arm64_disasm_check.py45CODE
LOWTools/arm64_disasm_check.py79CODE
LOWTools/adhoc_decrypt.py47CODE
LOWTools/adhoc_session.py469CODE
LOWTools/headless_bench.py53CODE
LOWTools/headless_bench.py144CODE
LOWTools/headless_bench.py226CODE
LOWTools/dump_compare.py49CODE
LOWTools/pkg.py51CODE
LOWTools/arm_disasm_check.py53CODE
LOWTools/arm_disasm_check.py81CODE
LOWassets/shaders/smiley.py36CODE
Fake / Example Data8 hits · 10 pts
SeverityFileLineSnippetContext
LOW⚡ext/imgui/imgui_demo.cpp7832 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡ext/imgui/imgui_demo.cpp7832 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOW⚡ext/imgui/imgui_demo.cpp7834 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOW⚡ext/imgui/imgui_demo.cpp7834 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWext/imgui/imgui_demo.cpp9762 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWext/imgui/imgui_demo.cpp9762 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWext/imgui/imgui_demo.cpp10886 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWext/imgui/imgui_demo.cpp10886 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
AI Response Leakage1 hit · 8 pts
SeverityFileLineSnippetContext
HIGHUI/UIAtlas.cpp51// I've added shadows to most of those for now. See customKeyImages in GamepadEmu.h.COMMENT
Synthetic Comment Markers1 hit · 8 pts
SeverityFileLineSnippetContext
HIGHGPU/Common/SoftwareTransformCommon.cpp479// Generated by Gemini, and adapted to fit.COMMENT
Hyper-Verbose Identifiers6 hits · 6 pts
SeverityFileLineSnippetContext
LOWtest.py913def missing_loopback_addresses(count):CODE
LOWext/vma/vk_mem_alloc.h1599To be used with function vmaBeginDefragmentationPass().CODE
LOWext/vma/vk_mem_alloc.h17647 - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.CODE
LOWext/vma/vk_mem_alloc.h17968The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWext/vma/vk_mem_alloc.h17997Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
LOWios/generate_icons.py43def generate_images_for_appearance(img_path, appearance):CODE
Excessive Try-Catch Wrapping4 hits · 5 pts
SeverityFileLineSnippetContext
MEDIUMlink_readme.py39 print("Something went wrong, retrying in 10 sec...")CODE
LOWTools/image_compare.py133 except Exception as e:CODE
LOWscripts/websocket-test.py55 except Exception:CODE
LOWscripts/websocket-test.py61 except Exception as e:CODE
Cross-Language Confusion1 hit · 5 pts
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HIGHframetests.py185 self.shell("rm -rf %s/shots && mkdir -p %s/shots" % (shlex.quote(self.dir), shlex.quote(self.dir)))CODE
Redundant / Tautological Comments2 hits · 3 pts
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LOW.ycm_extra_conf.py93# Set this to the absolute path to the folder (NOT the file!) containing theCOMMENT
LOWandroid/legacy/conv_color.sh8# Check if the base directory is provided and existsCOMMENT
TODO Padding1 hit · 2 pts
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LOWCore/HW/MpegDemux.cpp301 // TODO: implement properly.COMMENT