shader/texture: Remove unnecesary parenthesis
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@ -367,7 +367,7 @@ const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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if (it != used_samplers.end()) {
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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return &(*it);
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return &*it;
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}
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}
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// Otherwise create a new mapping for this sampler
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// Otherwise create a new mapping for this sampler
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@ -397,7 +397,7 @@ const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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if (it != used_samplers.end()) {
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow);
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it->IsShadow() == info.is_shadow);
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return &(*it);
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return &*it;
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}
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}
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// Otherwise create a new mapping for this sampler
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// Otherwise create a new mapping for this sampler
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