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

View File

@ -46,9 +46,10 @@ u32 ShaderIR::DecodeWarp(NodeBlock& bb, u32 pc) {
break;
}
case OpCode::Id::SHFL: {
Node mask = instr.shfl.is_mask_imm ? Immediate(static_cast<u32>(instr.shfl.mask_imm))
: GetRegister(instr.gpr39);
Node width = [&] {
Node width = [this, instr] {
Node mask = instr.shfl.is_mask_imm ? Immediate(static_cast<u32>(instr.shfl.mask_imm))
: GetRegister(instr.gpr39);
// 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