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glsl: remove unused headers

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6674637853

+ 10 - 7
src/shader_recompiler/backend/glsl/emit_glsl.cpp

@@ -4,17 +4,12 @@
 
 
 #include <ranges>
 #include <ranges>
 #include <string>
 #include <string>
-#include <tuple>
 
 
-#include "shader_recompiler/backend/bindings.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_glsl.h"
 #include "shader_recompiler/backend/glsl/emit_glsl.h"
 #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/ir_emitter.h"
 #include "shader_recompiler/frontend/ir/ir_emitter.h"
-#include "shader_recompiler/frontend/ir/program.h"
-#include "shader_recompiler/profile.h"
 
 
-#pragma optimize("", off)
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {
 template <class Func>
 template <class Func>
@@ -173,13 +168,21 @@ void EmitCode(EmitContext& ctx, const IR::Program& program) {
     }
     }
 }
 }
 
 
+std::string GlslVersionSpecifier(const EmitContext& ctx) {
+    if (ctx.uses_y_direction) {
+        return " compatibility";
+    }
+    return "";
+}
 } // Anonymous namespace
 } // Anonymous namespace
 
 
-std::string EmitGLSL(const Profile& profile, const RuntimeInfo&, IR::Program& program,
+std::string EmitGLSL(const Profile& profile, const RuntimeInfo& runtime_info, IR::Program& program,
                      Bindings& bindings) {
                      Bindings& bindings) {
-    EmitContext ctx{program, bindings, profile};
+    EmitContext ctx{program, bindings, profile, runtime_info};
     Precolor(program);
     Precolor(program);
     EmitCode(ctx, program);
     EmitCode(ctx, program);
+    const std::string version{fmt::format("#version 450{}\n", GlslVersionSpecifier(ctx))};
+    ctx.code.insert(0, version);
     ctx.code += "}";
     ctx.code += "}";
     fmt::print("\n{}\n", ctx.code);
     fmt::print("\n{}\n", ctx.code);
     return ctx.code;
     return ctx.code;

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp

@@ -6,9 +6,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 static constexpr std::string_view SWIZZLE{"xyzw"};
 static constexpr std::string_view SWIZZLE{"xyzw"};

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 void EmitConvertS16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
 void EmitConvertS16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@@ -5,10 +5,8 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/modifiers.h"
 #include "shader_recompiler/frontend/ir/modifiers.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 namespace {
 namespace {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 void EmitIAdd32(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {
 void EmitIAdd32(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 
 

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
 void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp

@@ -5,8 +5,6 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
-#include "shader_recompiler/frontend/ir/program.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
 
 
 #ifdef _MSC_VER
 #ifdef _MSC_VER

+ 0 - 2
src/shader_recompiler/backend/glsl/emit_glsl_select.cpp

@@ -5,9 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
 void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,

+ 0 - 3
src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp

@@ -5,10 +5,7 @@
 #include <string_view>
 #include <string_view>
 
 
 #include "shader_recompiler/backend/glsl/emit_context.h"
 #include "shader_recompiler/backend/glsl/emit_context.h"
-#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
-#include "shader_recompiler/frontend/ir/modifiers.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
-#include "shader_recompiler/profile.h"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
 void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
 void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,