Cleanup: remove unused variable
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@@ -511,11 +511,6 @@ void DeferredLayer::end_sync()
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if (closure_bits_ & evaluated_closures) {
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RenderBuffersInfoData &rbuf_data = inst_.render_buffers.data;
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/* NOTE: For tile-based GPU architectures, barriers are not always needed if implicit local
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* ordering is guaranteed via either blending order or explicit raster_order_groups. */
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bool is_tbdr_arch_metal = (GPU_platform_architecture() == GPU_ARCHITECTURE_TBDR) &&
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(GPU_backend_get_type() == GPU_BACKEND_METAL);
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/* Add the stencil classification step at the end of the GBuffer pass. */
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{
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GPUShader *sh = inst_.shaders.static_shader_get(DEFERRED_TILE_CLASSIFY);
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