mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Clean up Wunused-variable warnings.
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@ -842,7 +842,6 @@ bool GSRendererHW::IsSplitTextureShuffle()
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// Check that both the position and texture coordinates are page aligned, so we can work in pages instead of coordinates.
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// Check that both the position and texture coordinates are page aligned, so we can work in pages instead of coordinates.
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// For texture shuffles, the U will be offset by 8.
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// For texture shuffles, the U will be offset by 8.
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const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
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const GSVector4i pos_rc = GSVector4i(m_vt.m_min.p.upld(m_vt.m_max.p));
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const GSVector4i pos_rc = GSVector4i(m_vt.m_min.p.upld(m_vt.m_max.p));
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const GSVector4i tex_rc = GSVector4i(m_vt.m_min.t.upld(m_vt.m_max.t));
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const GSVector4i tex_rc = GSVector4i(m_vt.m_min.t.upld(m_vt.m_max.t));
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@ -3702,7 +3701,6 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex)
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const int mipth = 1 << tex->m_TEX0.TH;
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const int mipth = 1 << tex->m_TEX0.TH;
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const GSVector4 WH(static_cast<float>(tw), static_cast<float>(th), miptw * scale, mipth * scale);
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const GSVector4 WH(static_cast<float>(tw), static_cast<float>(th), miptw * scale, mipth * scale);
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const GSVector4 st_scale = WH.zwzw() / GSVector4(w, h).xyxy();
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// Reduction factor when source is a target and smaller/larger than TW/TH.
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// Reduction factor when source is a target and smaller/larger than TW/TH.
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m_conf.cb_ps.STScale = GSVector2(static_cast<float>(miptw) / static_cast<float>(unscaled_size.x),
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m_conf.cb_ps.STScale = GSVector2(static_cast<float>(miptw) / static_cast<float>(unscaled_size.x),
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