mirror of https://github.com/PCSX2/pcsx2.git
GS interlace: Fix Wreturn-type, Wunused-variable, Wsometimes-uninitialized warnings.
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@ -89,7 +89,6 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
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// field.
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const int idx = int(ZrH.x); // buffer index passed from CPU
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const int bank = idx >> 1; // current bank
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const int field = idx & 1; // current field
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const int vpos = int(input.p.y); // vertical position of destination texture
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const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
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@ -106,12 +105,6 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
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switch (idx)
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{
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case 0:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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case 1:
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p_t0 = iptr;
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p_t1 = iptr;
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@ -131,6 +124,10 @@ float4 ps_main4(PS_INPUT input) : SV_Target0
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p_t3 = iptr;
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break;
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default:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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}
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@ -80,7 +80,6 @@ void ps_main4()
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// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current field.
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const int idx = int(ZrH.x); // buffer index passed from CPU
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const int bank = idx >> 1; // current bank
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const int field = idx & 1; // current field
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const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
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const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
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@ -97,12 +96,6 @@ void ps_main4()
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switch (idx)
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{
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case 0:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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case 1:
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p_t0 = iptr;
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p_t1 = iptr;
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@ -122,6 +115,10 @@ void ps_main4()
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p_t3 = iptr;
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break;
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default:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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}
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@ -122,12 +122,6 @@ void ps_main4()
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switch (idx)
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{
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case 0:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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case 1:
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p_t0 = iptr;
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p_t1 = iptr;
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@ -147,6 +141,10 @@ void ps_main4()
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p_t3 = iptr;
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break;
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default:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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}
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@ -30,6 +30,8 @@ fragment float4 ps_interlace0(ConvertShaderData data [[stage_in]], ConvertPSRes
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return res.sample(data.t);
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else
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discard_fragment();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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@ -90,7 +92,6 @@ fragment float4 ps_interlace4(ConvertShaderData data [[stage_in]], ConvertPSRes
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constant GSMTLInterlacePSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
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{
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const int idx = int(uniform.ZrH.x); // buffer index passed from CPU
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const int bank = idx >> 1; // current bank
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const int field = idx & 1; // current field
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const int vpos = int(data.p.y); // vertical position of destination texture
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const float sensitivity = uniform.ZrH.w; // passed from CPU, higher values mean more likely to use weave
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@ -108,12 +109,6 @@ fragment float4 ps_interlace4(ConvertShaderData data [[stage_in]], ConvertPSRes
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switch (idx)
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{
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case 0:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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case 1:
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p_t0 = iptr;
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p_t1 = iptr;
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@ -133,6 +128,10 @@ fragment float4 ps_interlace4(ConvertShaderData data [[stage_in]], ConvertPSRes
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p_t3 = iptr;
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break;
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default:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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}
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