glsl: Refactoring, cleanup and optimizations

- Avoid generating unused code
- Reduce GPR usage in emitted code
This commit is contained in:
kd-11 2019-06-15 16:15:44 +03:00 committed by kd-11
parent c963c51a60
commit 6be7c58fa4
6 changed files with 145 additions and 122 deletions

View file

@ -157,15 +157,9 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
{
const auto& dev_caps = gl::get_driver_caps();
glsl::shader_properties properties2;
glsl::shader_properties properties2{};
properties2.domain = glsl::glsl_vertex_program;
properties2.require_lit_emulation = properties.has_lit_op;
// Unused
properties2.require_depth_conversion = false;
properties2.require_wpos = false;
properties2.require_texture_ops = false;
properties2.emulate_shadow_compare = false;
properties2.low_precision_tests = false;
insert_glsl_legacy_function(OS, properties2);
glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4, dev_caps.vendor_INTEL == false);