diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index a085c47dbc..aebe7ce300 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -842,7 +842,6 @@ bool GSRendererHW::IsSplitTextureShuffle() // Check that both the position and texture coordinates are page aligned, so we can work in pages instead of coordinates. // For texture shuffles, the U will be offset by 8. const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM]; - const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; const GSVector4i pos_rc = GSVector4i(m_vt.m_min.p.upld(m_vt.m_max.p)); const GSVector4i tex_rc = GSVector4i(m_vt.m_min.t.upld(m_vt.m_max.t)); @@ -3702,7 +3701,6 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex) const int mipth = 1 << tex->m_TEX0.TH; const GSVector4 WH(static_cast(tw), static_cast(th), miptw * scale, mipth * scale); - const GSVector4 st_scale = WH.zwzw() / GSVector4(w, h).xyxy(); // Reduction factor when source is a target and smaller/larger than TW/TH. m_conf.cb_ps.STScale = GSVector2(static_cast(miptw) / static_cast(unscaled_size.x),