video_core/shader: Resolve instances of variable shadowing
Silences a few -Wshadow warnings.
This commit is contained in:
		| @@ -144,7 +144,7 @@ u32 ShaderIR::DecodeArithmeticInteger(NodeBlock& bb, u32 pc) { | ||||
|     case OpCode::Id::ICMP_IMM: { | ||||
|         const Node zero = Immediate(0); | ||||
|  | ||||
|         const auto [op_b, test] = [&]() -> std::pair<Node, Node> { | ||||
|         const auto [op_rhs, test] = [&]() -> std::pair<Node, Node> { | ||||
|             switch (opcode->get().GetId()) { | ||||
|             case OpCode::Id::ICMP_CR: | ||||
|                 return {GetConstBuffer(instr.cbuf34.index, instr.cbuf34.offset), | ||||
| @@ -161,10 +161,10 @@ u32 ShaderIR::DecodeArithmeticInteger(NodeBlock& bb, u32 pc) { | ||||
|                 return {zero, zero}; | ||||
|             } | ||||
|         }(); | ||||
|         const Node op_a = GetRegister(instr.gpr8); | ||||
|         const Node op_lhs = GetRegister(instr.gpr8); | ||||
|         const Node comparison = | ||||
|             GetPredicateComparisonInteger(instr.icmp.cond, instr.icmp.is_signed != 0, test, zero); | ||||
|         SetRegister(bb, instr.gpr0, Operation(OperationCode::Select, comparison, op_a, op_b)); | ||||
|         SetRegister(bb, instr.gpr0, Operation(OperationCode::Select, comparison, op_lhs, op_rhs)); | ||||
|         break; | ||||
|     } | ||||
|     case OpCode::Id::LOP_C: | ||||
|   | ||||
| @@ -144,8 +144,8 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) { | ||||
|  | ||||
| Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) { | ||||
|     const auto offset{static_cast<std::size_t>(image.index.Value())}; | ||||
|     if (const auto image = TryUseExistingImage(offset, type)) { | ||||
|         return *image; | ||||
|     if (const auto existing_image = TryUseExistingImage(offset, type)) { | ||||
|         return *existing_image; | ||||
|     } | ||||
|  | ||||
|     const std::size_t next_index{used_images.size()}; | ||||
|   | ||||
| @@ -67,7 +67,7 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) { | ||||
|         break; | ||||
|     } | ||||
|     case OpCode::Id::MOV_SYS: { | ||||
|         const Node value = [&]() { | ||||
|         const Node value = [this, instr] { | ||||
|             switch (instr.sys20) { | ||||
|             case SystemVariable::Ydirection: | ||||
|                 return Operation(OperationCode::YNegate); | ||||
|   | ||||
| @@ -18,7 +18,7 @@ u32 ShaderIR::DecodeShift(NodeBlock& bb, u32 pc) { | ||||
|     const auto opcode = OpCode::Decode(instr); | ||||
|  | ||||
|     Node op_a = GetRegister(instr.gpr8); | ||||
|     Node op_b = [&]() { | ||||
|     Node op_b = [this, instr] { | ||||
|         if (instr.is_b_imm) { | ||||
|             return Immediate(instr.alu.GetSignedImm20_20()); | ||||
|         } else if (instr.is_b_gpr) { | ||||
|   | ||||
| @@ -23,7 +23,7 @@ u32 ShaderIR::DecodeVideo(NodeBlock& bb, u32 pc) { | ||||
|     const Node op_a = | ||||
|         GetVideoOperand(GetRegister(instr.gpr8), instr.video.is_byte_chunk_a, instr.video.signed_a, | ||||
|                         instr.video.type_a, instr.video.byte_height_a); | ||||
|     const Node op_b = [&]() { | ||||
|     const Node op_b = [this, instr] { | ||||
|         if (instr.video.use_register_b) { | ||||
|             return GetVideoOperand(GetRegister(instr.gpr20), instr.video.is_byte_chunk_b, | ||||
|                                    instr.video.signed_b, instr.video.type_b, | ||||
|   | ||||
| @@ -46,9 +46,10 @@ u32 ShaderIR::DecodeWarp(NodeBlock& bb, u32 pc) { | ||||
|         break; | ||||
|     } | ||||
|     case OpCode::Id::SHFL: { | ||||
|         Node width = [this, instr] { | ||||
|             Node mask = instr.shfl.is_mask_imm ? Immediate(static_cast<u32>(instr.shfl.mask_imm)) | ||||
|                                                : GetRegister(instr.gpr39); | ||||
|         Node width = [&] { | ||||
|  | ||||
|             // Convert the obscure SHFL mask back into GL_NV_shader_thread_shuffle's width. This has | ||||
|             // been done reversing Nvidia's math. It won't work on all cases due to SHFL having | ||||
|             // different parameters that don't properly map to GLSL's interface, but it should work | ||||
|   | ||||
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