remove unused variables

This commit is contained in:
Antti Tapaninen 2018-12-22 20:32:47 -08:00
parent 8d2b7ead02
commit 16e38ceeb8
4 changed files with 1 additions and 9 deletions

View File

@ -18,9 +18,9 @@
#include <stdlib.h>
#include "bsafe.h"
#if 0
static int bsafeShouldExit = 1;
#if 0
char * strcpy(char *dst, const char *src);
char * strcat(char *dst, const char *src);

View File

@ -462,7 +462,6 @@ void ToGLSL::HandleOutputRedirect(const Declaration *psDecl, const char *Precisi
if (needsRedirect == 1)
{
// TODO What if this is indexed?
ShaderPhase *psPhase = &psShader->asPhases[psContext->currentPhase];
int comp = 0;
uint32_t origMask = psOperand->ui32CompMask;
@ -1524,7 +1523,6 @@ void ToGLSL::HandleInputRedirect(const Declaration *psDecl, const char *Precisio
if (needsRedirect == 1)
{
// TODO What if this is indexed?
ShaderPhase *psPhase = &psShader->asPhases[psContext->currentPhase];
int needsLooping = 0;
int i = 0;
uint32_t origArraySize = 0;

View File

@ -482,10 +482,6 @@ void ToGLSL::CallBinaryOp(const char* name, Instruction* psInst,
uint32_t src1SwizCount = psInst->asOperands[src1].GetNumSwizzleElements(destMask);
uint32_t src0SwizCount = psInst->asOperands[src0].GetNumSwizzleElements(destMask);
uint32_t dstSwizCount = psInst->asOperands[dest].GetNumSwizzleElements();
uint32_t src0AccessMask = psInst->asOperands[src0].GetAccessMask();
uint32_t src1AccessMask = psInst->asOperands[src1].GetAccessMask();
uint32_t src0AccessCount = GetNumberBitsSet(src0AccessMask);
uint32_t src1AccessCount = GetNumberBitsSet(src1AccessMask);
int needsParenthesis = 0;
if (!HaveNativeBitwiseOps(psContext->psShader->eTargetLanguage))

View File

@ -516,7 +516,6 @@ void ToMetal::HandleOutputRedirect(const Declaration *psDecl, const std::string
if (needsRedirect == 1)
{
// TODO What if this is indexed?
ShaderPhase *psPhase = &psShader->asPhases[psContext->currentPhase];
int comp = 0;
uint32_t origMask = psOperand->ui32CompMask;
@ -606,7 +605,6 @@ void ToMetal::HandleInputRedirect(const Declaration *psDecl, const std::string &
if (needsRedirect == 1)
{
// TODO What if this is indexed?
ShaderPhase *psPhase = &psShader->asPhases[psContext->currentPhase];
int needsLooping = 0;
int i = 0;
uint32_t origArraySize = 0;