Fix Quantum Painter compiliation issues with heavy optimization (#24667)
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					 2 changed files with 7 additions and 7 deletions
				
			
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			@ -255,10 +255,10 @@ bool qgf_validate_stream(qp_stream_t *stream) {
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    // Read and validate all the frames (automatically validates the frame offset descriptor in the process)
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    for (uint16_t i = 0; i < frame_count; ++i) {
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        // Validate the frame descriptor block
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        uint8_t bpp;
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        bool    has_palette;
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        bool    is_panel_native;
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        bool    has_delta;
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        uint8_t bpp             = 0;
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        bool    has_palette     = false;
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        bool    is_panel_native = false;
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        bool    has_delta       = false;
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        if (!qgf_validate_frame_descriptor(stream, i, &bpp, &has_palette, &is_panel_native, &has_delta)) {
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            return false;
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        }
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			@ -318,9 +318,9 @@ static deferred_token qp_render_animation_state(animation_state_t *state, uint16
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}
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static uint32_t animation_callback(uint32_t trigger_time, void *cb_arg) {
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    animation_state_t *state = (animation_state_t *)cb_arg;
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    uint16_t           delay_ms;
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    bool               ret = qp_render_animation_state(state, &delay_ms);
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    animation_state_t *state    = (animation_state_t *)cb_arg;
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    uint16_t           delay_ms = 0;
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    bool               ret      = qp_render_animation_state(state, &delay_ms);
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    if (!ret) {
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        // Setting the device to NULL clears the animation slot
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        state->device = NULL;
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