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.
This commit is contained in:
parent
67658dd6e8
commit
d1d7ce74d2
|
@ -1148,7 +1148,7 @@ private:
|
||||||
for (const auto& variant : extras) {
|
for (const auto& variant : extras) {
|
||||||
if (const auto argument = std::get_if<TextureArgument>(&variant)) {
|
if (const auto argument = std::get_if<TextureArgument>(&variant)) {
|
||||||
expr += GenerateTextureArgument(*argument);
|
expr += GenerateTextureArgument(*argument);
|
||||||
} else if (std::get_if<TextureAoffi>(&variant)) {
|
} else if (std::holds_alternative<TextureAoffi>(variant)) {
|
||||||
expr += GenerateTextureAoffi(meta->aoffi);
|
expr += GenerateTextureAoffi(meta->aoffi);
|
||||||
} else {
|
} else {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
|
|
Loading…
Reference in a new issue