video_core/shader: Resolve instances of variable shadowing

Silences a few -Wshadow warnings.
This commit is contained in:
Lioncash 2019-10-23 21:26:07 -04:00
parent 012d7f5233
commit 1f5401c89c
6 changed files with 12 additions and 11 deletions

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@ -144,7 +144,7 @@ u32 ShaderIR::DecodeArithmeticInteger(NodeBlock& bb, u32 pc) {
case OpCode::Id::ICMP_IMM: { case OpCode::Id::ICMP_IMM: {
const Node zero = Immediate(0); 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()) { switch (opcode->get().GetId()) {
case OpCode::Id::ICMP_CR: case OpCode::Id::ICMP_CR:
return {GetConstBuffer(instr.cbuf34.index, instr.cbuf34.offset), return {GetConstBuffer(instr.cbuf34.index, instr.cbuf34.offset),
@ -161,10 +161,10 @@ u32 ShaderIR::DecodeArithmeticInteger(NodeBlock& bb, u32 pc) {
return {zero, zero}; return {zero, zero};
} }
}(); }();
const Node op_a = GetRegister(instr.gpr8); const Node op_lhs = GetRegister(instr.gpr8);
const Node comparison = const Node comparison =
GetPredicateComparisonInteger(instr.icmp.cond, instr.icmp.is_signed != 0, test, zero); 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; break;
} }
case OpCode::Id::LOP_C: case OpCode::Id::LOP_C:

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@ -144,8 +144,8 @@ u32 ShaderIR::DecodeImage(NodeBlock& bb, u32 pc) {
Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) { Image& ShaderIR::GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type) {
const auto offset{static_cast<std::size_t>(image.index.Value())}; const auto offset{static_cast<std::size_t>(image.index.Value())};
if (const auto image = TryUseExistingImage(offset, type)) { if (const auto existing_image = TryUseExistingImage(offset, type)) {
return *image; return *existing_image;
} }
const std::size_t next_index{used_images.size()}; const std::size_t next_index{used_images.size()};

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@ -67,7 +67,7 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
break; break;
} }
case OpCode::Id::MOV_SYS: { case OpCode::Id::MOV_SYS: {
const Node value = [&]() { const Node value = [this, instr] {
switch (instr.sys20) { switch (instr.sys20) {
case SystemVariable::Ydirection: case SystemVariable::Ydirection:
return Operation(OperationCode::YNegate); return Operation(OperationCode::YNegate);

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@ -18,7 +18,7 @@ u32 ShaderIR::DecodeShift(NodeBlock& bb, u32 pc) {
const auto opcode = OpCode::Decode(instr); const auto opcode = OpCode::Decode(instr);
Node op_a = GetRegister(instr.gpr8); Node op_a = GetRegister(instr.gpr8);
Node op_b = [&]() { Node op_b = [this, instr] {
if (instr.is_b_imm) { if (instr.is_b_imm) {
return Immediate(instr.alu.GetSignedImm20_20()); return Immediate(instr.alu.GetSignedImm20_20());
} else if (instr.is_b_gpr) { } else if (instr.is_b_gpr) {

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@ -23,7 +23,7 @@ u32 ShaderIR::DecodeVideo(NodeBlock& bb, u32 pc) {
const Node op_a = const Node op_a =
GetVideoOperand(GetRegister(instr.gpr8), instr.video.is_byte_chunk_a, instr.video.signed_a, GetVideoOperand(GetRegister(instr.gpr8), instr.video.is_byte_chunk_a, instr.video.signed_a,
instr.video.type_a, instr.video.byte_height_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) { if (instr.video.use_register_b) {
return GetVideoOperand(GetRegister(instr.gpr20), instr.video.is_byte_chunk_b, return GetVideoOperand(GetRegister(instr.gpr20), instr.video.is_byte_chunk_b,
instr.video.signed_b, instr.video.type_b, instr.video.signed_b, instr.video.type_b,

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@ -46,9 +46,10 @@ u32 ShaderIR::DecodeWarp(NodeBlock& bb, u32 pc) {
break; break;
} }
case OpCode::Id::SHFL: { case OpCode::Id::SHFL: {
Node width = [this, instr] {
Node mask = instr.shfl.is_mask_imm ? Immediate(static_cast<u32>(instr.shfl.mask_imm)) Node mask = instr.shfl.is_mask_imm ? Immediate(static_cast<u32>(instr.shfl.mask_imm))
: GetRegister(instr.gpr39); : GetRegister(instr.gpr39);
Node width = [&] {
// Convert the obscure SHFL mask back into GL_NV_shader_thread_shuffle's width. This has // 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 // 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 // different parameters that don't properly map to GLSL's interface, but it should work