From 6e27c5d4d18ba08ce8130837b8cb4026e5989afc Mon Sep 17 00:00:00 2001 From: Lioncash Date: Tue, 9 Oct 2018 15:44:34 -0400 Subject: [PATCH] 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 --- .../renderer_opengl/gl_shader_decompiler.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 7e57de78aa..85c668ca13 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -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; }