lat9nq 5 лет назад
Родитель
Сommit
c9a25855bc

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp

@@ -6,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 2
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {
@@ -71,8 +72,6 @@ void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
 void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
 void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
                       const IR::Value& offset) {
                       const IR::Value& offset) {
     if (offset.IsImmediate()) {
     if (offset.IsImmediate()) {
-        const auto u32_offset{offset.U32()};
-        const auto index{(u32_offset / 4) % 4};
         ctx.AddU32x2(
         ctx.AddU32x2(
             "{}=uvec2(floatBitsToUint({}_cbuf{}[{}].{}),floatBitsToUint({}_cbuf{}[{}].{}));", inst,
             "{}=uvec2(floatBitsToUint({}_cbuf{}[{}].{}),floatBitsToUint({}_cbuf{}[{}].{}));", inst,
             ctx.stage_name, binding.U32(), offset.U32() / 16, OffsetSwizzle(offset.U32()),
             ctx.stage_name, binding.U32(), offset.U32() / 16, OffsetSwizzle(offset.U32()),

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@@ -5,6 +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/modifiers.h"
 #include "shader_recompiler/frontend/ir/value.h"
 #include "shader_recompiler/frontend/ir/value.h"
 
 

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp

@@ -5,6 +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"
 
 
 #ifdef _MSC_VER
 #ifdef _MSC_VER

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_select.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 1 - 0
src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp

@@ -5,6 +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"
 
 
 namespace Shader::Backend::GLSL {
 namespace Shader::Backend::GLSL {

+ 0 - 1
src/shader_recompiler/backend/glsl/reg_alloc.cpp

@@ -91,7 +91,6 @@ std::string RegAlloc::Consume(const IR::Value& value) {
 }
 }
 
 
 std::string RegAlloc::Consume(IR::Inst& inst) {
 std::string RegAlloc::Consume(IR::Inst& inst) {
-    const Id id{inst.Definition<Id>()};
     inst.DestructiveRemoveUsage();
     inst.DestructiveRemoveUsage();
     // TODO: reuse variables of same type if possible
     // TODO: reuse variables of same type if possible
     // if (!inst.HasUses()) {
     // if (!inst.HasUses()) {