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authorLioncash <mathew1800@gmail.com>2018-10-09 21:44:34 +0200
committerLioncash <mathew1800@gmail.com>2018-10-09 21:44:37 +0200
commit6e27c5d4d18ba08ce8130837b8cb4026e5989afc (patch)
tree70d898d6d29c8b8a2e10cc634032772f8c389309
parentMerge pull request #1423 from DarkLordZach/romfs-file-exts (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp10
1 files 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 7e57de78a..85c668ca1 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;
}