diff --git a/GPU/Common/VertexDecoderCommon.cpp b/GPU/Common/VertexDecoderCommon.cpp index 1f70ce5bfb..78dc2b87a4 100644 --- a/GPU/Common/VertexDecoderCommon.cpp +++ b/GPU/Common/VertexDecoderCommon.cpp @@ -201,7 +201,6 @@ void VertexDecoder::Step_WeightsFloat() const void VertexDecoder::Step_WeightsU8Skin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); - u8 *wt = (u8 *)(decoded_ + decFmt.w0off); const u8 *wdata = (const u8*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; @@ -217,7 +216,6 @@ void VertexDecoder::Step_WeightsU8Skin() const void VertexDecoder::Step_WeightsU16Skin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); - u16 *wt = (u16 *)(decoded_ + decFmt.w0off); const u16 *wdata = (const u16*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; @@ -236,7 +234,6 @@ void VertexDecoder::Step_WeightsU16Skin() const void VertexDecoder::Step_WeightsFloatSkin() const { memset(skinMatrix, 0, sizeof(skinMatrix)); - float *wt = (float *)(decoded_ + decFmt.w0off); const float *wdata = (const float*)(ptr_); for (int j = 0; j < nweights; j++) { const float *bone = &gstate.boneMatrix[j * 12]; diff --git a/GPU/GLES/Spline.cpp b/GPU/GLES/Spline.cpp index 761f23a4b5..ad19c76909 100644 --- a/GPU/GLES/Spline.cpp +++ b/GPU/GLES/Spline.cpp @@ -57,7 +57,6 @@ void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex)); } - const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); // TODO: Do something less idiotic to manage this buffer SimpleVertex **points = new SimpleVertex *[count_u * count_v]; @@ -136,7 +135,6 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex)); } - const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt(); // 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) int num_patches_u = (count_u - 1) / 3; diff --git a/GPU/GLES/StateMapping.cpp b/GPU/GLES/StateMapping.cpp index a826854cc5..57cab43d67 100644 --- a/GPU/GLES/StateMapping.cpp +++ b/GPU/GLES/StateMapping.cpp @@ -164,7 +164,6 @@ static inline bool blendColorSimilar(const Vec3f &a, const Vec3f &b, float margi } bool TransformDrawEngine::ApplyShaderBlending() { - bool skipBlit = false; if (gl_extensions.NV_shader_framebuffer_fetch) { return true; } diff --git a/GPU/GLES/StencilBuffer.cpp b/GPU/GLES/StencilBuffer.cpp index 947bbc8dbd..d2a4e6eaab 100644 --- a/GPU/GLES/StencilBuffer.cpp +++ b/GPU/GLES/StencilBuffer.cpp @@ -144,7 +144,6 @@ bool FramebufferManager::NotifyStencilUpload(u32 addr, int size, bool skipZero) return true; } - GLSLProgram *program = 0; if (!stencilUploadProgram_) { std::string errorString; stencilUploadProgram_ = glsl_create_source(stencil_vs, stencil_fs, &errorString); diff --git a/GPU/GLES/TextureCache.cpp b/GPU/GLES/TextureCache.cpp index 3636cdffa5..4295756e43 100644 --- a/GPU/GLES/TextureCache.cpp +++ b/GPU/GLES/TextureCache.cpp @@ -1207,7 +1207,6 @@ void TextureCache::SetTexture(bool force) { gstate_c.flipTexture = false; gstate_c.needShaderTexClamp = false; gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE; - bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; bool replaceImages = false; if (iter != cache.end()) { diff --git a/GPU/GLES/TransformPipeline.cpp b/GPU/GLES/TransformPipeline.cpp index 6b894f8d6a..a0c8bc124c 100644 --- a/GPU/GLES/TransformPipeline.cpp +++ b/GPU/GLES/TransformPipeline.cpp @@ -380,7 +380,6 @@ void TransformDrawEngine::DecodeVertsStep() { int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound; u32 indexType = dc.indexType; - void *inds = dc.inds; if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) { // Decode the verts and apply morphing. Simple. dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride, diff --git a/GPU/Software/SoftGpu.cpp b/GPU/Software/SoftGpu.cpp index 4b9ab81f9b..a4de934183 100644 --- a/GPU/Software/SoftGpu.cpp +++ b/GPU/Software/SoftGpu.cpp @@ -372,6 +372,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) { u32 count = data & 0xFFFF; u32 type = data >> 16; + /* static const char* types[7] = { "POINTS=0,", "LINES=1,", @@ -382,7 +383,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) "RECTANGLES=6,", }; - /* + if (type == GE_PRIM_POINTS || type == GE_PRIM_LINES || type == GE_PRIM_LINE_STRIP) { 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); cyclesExecuted += EstimatePerVertexCost() * count;