shader/texture: Remove unnecesary parenthesis
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				| @ -367,7 +367,7 @@ const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, | |||||||
|     if (it != used_samplers.end()) { |     if (it != used_samplers.end()) { | ||||||
|         ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && |         ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && | ||||||
|                it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer); |                it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer); | ||||||
|         return &(*it); |         return &*it; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Otherwise create a new mapping for this sampler
 |     // Otherwise create a new mapping for this sampler
 | ||||||
| @ -397,7 +397,7 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, | |||||||
|     if (it != used_samplers.end()) { |     if (it != used_samplers.end()) { | ||||||
|         ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && |         ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array && | ||||||
|                it->IsShadow() == info.is_shadow); |                it->IsShadow() == info.is_shadow); | ||||||
|         return &(*it); |         return &*it; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Otherwise create a new mapping for this sampler
 |     // Otherwise create a new mapping for this sampler
 | ||||||
|  | |||||||
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