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decode/texture: Resolve unused variable warnings.

Some variables aren't used, so we can remove these.

Unfortunately, diagnostics are still reported on structured bindings
even when annotated with [[maybe_unused]], so we need to unpack the
elements that we want to use manually.
This commit is contained in:
Lioncash 2020-04-16 22:30:23 -04:00
parent f522abd8ab
commit d159643fd7
1 changed files with 7 additions and 5 deletions

View File

@ -268,7 +268,6 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
"NDV is not implemented"); "NDV is not implemented");
auto texture_type = instr.tmml.texture_type.Value(); auto texture_type = instr.tmml.texture_type.Value();
const bool is_array = instr.tmml.array != 0;
Node index_var{}; Node index_var{};
const Sampler* sampler = const Sampler* sampler =
is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler); is_bindless ? GetBindlessSampler(instr.gpr20, index_var) : GetSampler(instr.sampler);
@ -592,8 +591,9 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
++parameter_register; ++parameter_register;
} }
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement( const auto coord_counts = ValidateAndGetCoordinateElement(texture_type, depth_compare, is_array,
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 5); lod_bias_enabled, 4, 5);
const auto coord_count = std::get<0>(coord_counts);
// If enabled arrays index is always stored in the gpr8 field // If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value(); const u64 array_register = instr.gpr8.Value();
// First coordinate index is the gpr8 or gpr8 + 1 when arrays are used // First coordinate index is the gpr8 or gpr8 + 1 when arrays are used
@ -631,8 +631,10 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
const bool lod_bias_enabled = const bool lod_bias_enabled =
(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ); (process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ);
const auto [coord_count, total_coord_count] = ValidateAndGetCoordinateElement( const auto coord_counts = ValidateAndGetCoordinateElement(texture_type, depth_compare, is_array,
texture_type, depth_compare, is_array, lod_bias_enabled, 4, 4); lod_bias_enabled, 4, 4);
const auto coord_count = std::get<0>(coord_counts);
// If enabled arrays index is always stored in the gpr8 field // If enabled arrays index is always stored in the gpr8 field
const u64 array_register = instr.gpr8.Value(); const u64 array_register = instr.gpr8.Value();
// First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used // First coordinate index is stored in gpr8 field or (gpr8 + 1) when arrays are used