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glsl: Refactoring, cleanup and optimizations
- Avoid generating unused code - Reduce GPR usage in emitted code
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6 changed files with 145 additions and 122 deletions
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@ -157,15 +157,9 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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{
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const auto& dev_caps = gl::get_driver_caps();
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glsl::shader_properties properties2;
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glsl::shader_properties properties2{};
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properties2.domain = glsl::glsl_vertex_program;
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properties2.require_lit_emulation = properties.has_lit_op;
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// Unused
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properties2.require_depth_conversion = false;
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properties2.require_wpos = false;
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properties2.require_texture_ops = false;
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properties2.emulate_shadow_compare = false;
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properties2.low_precision_tests = false;
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insert_glsl_legacy_function(OS, properties2);
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glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4, dev_caps.vendor_INTEL == false);
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