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