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
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@ -2299,8 +2299,7 @@ private:
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ASSERT_MSG(!instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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ASSERT_MSG(!instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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"NDV is not implemented");
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"NDV is not implemented");
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const bool is_array = instr.tmml.array != 0;
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const bool is_array = instr.tmml.array != 0;
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auto texture_type = instr.tmml.texture_type.Value();
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auto texture_type = instr.tmml.texture_type.Value();
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const std::string sampler =
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const std::string sampler =
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@ -2311,13 +2310,11 @@ private:
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std::string coord;
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std::string coord;
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switch (texture_type) {
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switch (texture_type) {
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case Tegra::Shader::TextureType::Texture1D: {
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case Tegra::Shader::TextureType::Texture1D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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coord = "float coords = " + x + ';';
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coord = "float coords = " + x + ';';
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break;
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break;
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}
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}
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case Tegra::Shader::TextureType::Texture2D: {
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case Tegra::Shader::TextureType::Texture2D: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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break;
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break;
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}
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}
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@ -2327,8 +2324,7 @@ private:
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UNREACHABLE();
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UNREACHABLE();
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// Fallback to interpreting as a 2D texture for now
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// Fallback to interpreting as a 2D texture for now
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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texture_type = Tegra::Shader::TextureType::Texture2D;
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texture_type = Tegra::Shader::TextureType::Texture2D;
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}
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}
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