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shader/decode/texture: Remove unused variable
This isn't used anywhere, so we can get rid of it.
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@ -541,7 +541,6 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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bool is_array, bool is_aoffi) {
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bool is_array, bool is_aoffi) {
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const std::size_t coord_count = GetCoordCount(texture_type);
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const std::size_t coord_count = GetCoordCount(texture_type);
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const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
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const std::size_t total_coord_count = coord_count + (is_array ? 1 : 0);
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const std::size_t total_reg_count = total_coord_count + (depth_compare ? 1 : 0);
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// If enabled arrays index is always stored in the gpr8 field
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// If enabled arrays index is always stored in the gpr8 field
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const u64 array_register = instr.gpr8.Value();
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const u64 array_register = instr.gpr8.Value();
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