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Merge pull request #7172 from lioncash/gpu
GPU: Get rid of unused variable warnings
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commit
fa2e931d1f
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@@ -201,7 +201,6 @@ void VertexDecoder::Step_WeightsFloat() const
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void VertexDecoder::Step_WeightsU8Skin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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u8 *wt = (u8 *)(decoded_ + decFmt.w0off);
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const u8 *wdata = (const u8*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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@@ -217,7 +216,6 @@ void VertexDecoder::Step_WeightsU8Skin() const
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void VertexDecoder::Step_WeightsU16Skin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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u16 *wt = (u16 *)(decoded_ + decFmt.w0off);
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const u16 *wdata = (const u16*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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@@ -236,7 +234,6 @@ void VertexDecoder::Step_WeightsU16Skin() const
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void VertexDecoder::Step_WeightsFloatSkin() const
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{
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memset(skinMatrix, 0, sizeof(skinMatrix));
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float *wt = (float *)(decoded_ + decFmt.w0off);
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const float *wdata = (const float*)(ptr_);
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for (int j = 0; j < nweights; j++) {
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const float *bone = &gstate.boneMatrix[j * 12];
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@@ -57,7 +57,6 @@ void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int
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if (vertexSize != sizeof(SimpleVertex)) {
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ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
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}
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const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
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// TODO: Do something less idiotic to manage this buffer
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SimpleVertex **points = new SimpleVertex *[count_u * count_v];
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@@ -136,7 +135,6 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int
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if (vertexSize != sizeof(SimpleVertex)) {
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ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
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}
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const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
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// Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing)
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int num_patches_u = (count_u - 1) / 3;
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@@ -164,7 +164,6 @@ static inline bool blendColorSimilar(const Vec3f &a, const Vec3f &b, float margi
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}
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bool TransformDrawEngine::ApplyShaderBlending() {
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bool skipBlit = false;
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if (gl_extensions.NV_shader_framebuffer_fetch) {
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return true;
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}
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@@ -144,7 +144,6 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size, bool skipZero)
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return true;
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}
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GLSLProgram *program = 0;
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if (!stencilUploadProgram_) {
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std::string errorString;
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stencilUploadProgram_ = glsl_create_source(stencil_vs, stencil_fs, &errorString);
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@@ -1207,7 +1207,6 @@ void TextureCache::SetTexture(bool force) {
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gstate_c.flipTexture = false;
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gstate_c.needShaderTexClamp = false;
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gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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bool replaceImages = false;
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if (iter != cache.end()) {
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@@ -380,7 +380,6 @@ void TransformDrawEngine::DecodeVertsStep() {
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int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
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u32 indexType = dc.indexType;
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void *inds = dc.inds;
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if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
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// Decode the verts and apply morphing. Simple.
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dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
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@@ -372,6 +372,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff)
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{
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u32 count = data & 0xFFFF;
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u32 type = data >> 16;
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/*
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static const char* types[7] = {
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"POINTS=0,",
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"LINES=1,",
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@@ -382,7 +383,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff)
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"RECTANGLES=6,",
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};
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/*
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if (type == GE_PRIM_POINTS || type == GE_PRIM_LINES || type == GE_PRIM_LINE_STRIP) {
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ERROR_LOG_REPORT(G3D, "Software: DL DrawPrim type: %s count: %i vaddr= %08x, iaddr= %08x", type<7 ? types[type] : "INVALID", count, gstate_c.vertexAddr, gstate_c.indexAddr);
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cyclesExecuted += EstimatePerVertexCost() * count;
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