gl_shader_decompiler: Remove unused variables in TMML's implementation
Given "y" isn't always used, but "x" is, we can rearrange this to avoid unused variable warnings by changing the names of op_a and op_b
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		@@ -2299,8 +2299,7 @@ private:
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                ASSERT_MSG(!instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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                           "NDV is not implemented");
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                const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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                const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                const bool is_array = instr.tmml.array != 0;
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                auto texture_type = instr.tmml.texture_type.Value();
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                const std::string sampler =
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@@ -2311,13 +2310,11 @@ private:
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                std::string coord;
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                switch (texture_type) {
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                case Tegra::Shader::TextureType::Texture1D: {
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                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    coord = "float coords = " + x + ';';
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                    break;
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                }
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                case Tegra::Shader::TextureType::Texture2D: {
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                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    break;
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                }
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@@ -2327,8 +2324,7 @@ private:
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                    UNREACHABLE();
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                    // Fallback to interpreting as a 2D texture for now
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                    std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    texture_type = Tegra::Shader::TextureType::Texture2D;
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                }
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