gl_shader_manager: Eliminate variable shadowing

Resolves a few -Wshadow warnings.
This commit is contained in:
Lioncash 2020-04-30 22:46:55 -04:00
parent 2d83b39532
commit 138539c9a0

View file

@ -468,13 +468,13 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
std::vector<std::size_t> load_raws_index;
// Loads both decompiled and precompiled shaders from the cache. If either one is missing for
const auto LoadPrecompiledWorker =
[&](std::size_t begin, std::size_t end, const std::vector<ShaderDiskCacheRaw>& raws,
const ShaderDecompiledMap& decompiled, const ShaderDumpsMap& dumps) {
[&](std::size_t begin, std::size_t end, const std::vector<ShaderDiskCacheRaw>& raw_cache,
const ShaderDecompiledMap& decompiled_map, const ShaderDumpsMap& dump_map) {
for (std::size_t i = 0; i < end; ++i) {
if (stop_loading || compilation_failed) {
return;
}
const auto& raw{raws[i]};
const auto& raw{raw_cache[i]};
const u64 unique_identifier{raw.GetUniqueIdentifier()};
const u64 calculated_hash =
@ -488,12 +488,12 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
return;
}
const auto dump{dumps.find(unique_identifier)};
const auto decomp{decompiled.find(unique_identifier)};
const auto dump{dump_map.find(unique_identifier)};
const auto decomp{decompiled_map.find(unique_identifier)};
OGLProgram shader;
if (dump != dumps.end() && decomp != decompiled.end()) {
if (dump != dump_map.end() && decomp != decompiled_map.end()) {
// Only load this shader if its sanitize_mul setting matches
if (decomp->second.sanitize_mul == VideoCore::g_hw_shader_accurate_mul) {
continue;
@ -533,7 +533,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
load_raws_index.push_back(i);
}
if (callback) {
callback(VideoCore::LoadCallbackStage::Decompile, i, raws.size());
callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size());
}
}
};
@ -554,12 +554,12 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
compilation_failed = false;
const auto LoadTransferable = [&](std::size_t begin, std::size_t end,
const std::vector<ShaderDiskCacheRaw>& raws) {
const std::vector<ShaderDiskCacheRaw>& raw_cache) {
for (std::size_t i = 0; i < end; ++i) {
if (stop_loading || compilation_failed) {
return;
}
const auto& raw{raws[i]};
const auto& raw{raw_cache[i]};
const u64 unique_identifier{raw.GetUniqueIdentifier()};
bool sanitize_mul = false;
@ -603,7 +603,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
}
if (callback) {
callback(VideoCore::LoadCallbackStage::Build, i, raws.size());
callback(VideoCore::LoadCallbackStage::Build, i, raw_cache.size());
}
}
};