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gl_shader_decompiler: Use std::holds_alternative within GenerateTexture()
This only ever queries if the type exists within the variant, but doesn't actually do anything with the return value. We can just use std::holds_alternative for this use case.
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@ -1148,7 +1148,7 @@ private:
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for (const auto& variant : extras) {
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for (const auto& variant : extras) {
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if (const auto argument = std::get_if<TextureArgument>(&variant)) {
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if (const auto argument = std::get_if<TextureArgument>(&variant)) {
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expr += GenerateTextureArgument(*argument);
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expr += GenerateTextureArgument(*argument);
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} else if (std::get_if<TextureAoffi>(&variant)) {
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} else if (std::holds_alternative<TextureAoffi>(variant)) {
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expr += GenerateTextureAoffi(meta->aoffi);
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expr += GenerateTextureAoffi(meta->aoffi);
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} else {
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} else {
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UNREACHABLE();
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UNREACHABLE();
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