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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:
Lioncash 2018-10-09 15:44:34 -04:00
parent 561d79e034
commit 6e27c5d4d1

View file

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