gl_shader_decompiler: Remove unused variables in TMML's implementation
Given "y" isn't always used, but "x" is, we can rearrange this to avoid unused variable warnings by changing the names of op_a and op_b
This commit is contained in:
		
							parent
							
								
									561d79e034
								
							
						
					
					
						commit
						6e27c5d4d1
					
				@ -2299,8 +2299,7 @@ private:
 | 
				
			|||||||
                ASSERT_MSG(!instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
 | 
					                ASSERT_MSG(!instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
 | 
				
			||||||
                           "NDV is not implemented");
 | 
					                           "NDV is not implemented");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
				
			||||||
                const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
					 | 
				
			||||||
                const bool is_array = instr.tmml.array != 0;
 | 
					                const bool is_array = instr.tmml.array != 0;
 | 
				
			||||||
                auto texture_type = instr.tmml.texture_type.Value();
 | 
					                auto texture_type = instr.tmml.texture_type.Value();
 | 
				
			||||||
                const std::string sampler =
 | 
					                const std::string sampler =
 | 
				
			||||||
@ -2311,13 +2310,11 @@ private:
 | 
				
			|||||||
                std::string coord;
 | 
					                std::string coord;
 | 
				
			||||||
                switch (texture_type) {
 | 
					                switch (texture_type) {
 | 
				
			||||||
                case Tegra::Shader::TextureType::Texture1D: {
 | 
					                case Tegra::Shader::TextureType::Texture1D: {
 | 
				
			||||||
                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					 | 
				
			||||||
                    coord = "float coords = " + x + ';';
 | 
					                    coord = "float coords = " + x + ';';
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
                case Tegra::Shader::TextureType::Texture2D: {
 | 
					                case Tegra::Shader::TextureType::Texture2D: {
 | 
				
			||||||
                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
				
			||||||
                    std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
					 | 
				
			||||||
                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
 | 
					                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
 | 
				
			||||||
                    break;
 | 
					                    break;
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
@ -2327,8 +2324,7 @@ private:
 | 
				
			|||||||
                    UNREACHABLE();
 | 
					                    UNREACHABLE();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                    // Fallback to interpreting as a 2D texture for now
 | 
					                    // Fallback to interpreting as a 2D texture for now
 | 
				
			||||||
                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
 | 
					                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
				
			||||||
                    std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
 | 
					 | 
				
			||||||
                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
 | 
					                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
 | 
				
			||||||
                    texture_type = Tegra::Shader::TextureType::Texture2D;
 | 
					                    texture_type = Tegra::Shader::TextureType::Texture2D;
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user