mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-08 04:59:58 +00:00
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:
parent
f522abd8ab
commit
d159643fd7
1 changed files with 7 additions and 5 deletions
|
@ -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
|
||||||
|
|
Loading…
Reference in a new issue