decode/texture: Eliminate trivial missing field initializer warnings
We can just specify the initializers.
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337f2dc11f
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7e2d60de26
@ -139,7 +139,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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}
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare};
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const SamplerInfo info{TextureType::Texture2D, false, is_depth_compare, false};
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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Node4 values;
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Node4 values;
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@ -171,8 +171,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const auto coord_count = GetCoordCount(texture_type);
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const auto coord_count = GetCoordCount(texture_type);
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Node index_var{};
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Node index_var{};
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const Sampler* sampler =
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false}})
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is_bindless
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: GetSampler(instr.sampler, {{texture_type, is_array, false}});
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? GetBindlessSampler(base_reg, index_var, {{texture_type, is_array, false, false}})
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: GetSampler(instr.sampler, {{texture_type, is_array, false, false}});
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Node4 values;
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Node4 values;
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if (sampler == nullptr) {
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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