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gl_shader_decompiler: Remove deprecated function and its usages
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acf328a71f
commit
351816ac38
1 changed files with 8 additions and 11 deletions
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@ -393,10 +393,6 @@ std::string FlowStackTopName(MetaStackClass stack) {
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return fmt::format("{}_flow_stack_top", GetFlowStackPrefix(stack));
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}
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[[deprecated]] constexpr bool IsVertexShader(ShaderType stage) {
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return stage == ShaderType::Vertex;
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}
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struct GenericVaryingDescription {
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std::string name;
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u8 first_element = 0;
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@ -529,8 +525,9 @@ private:
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}
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void DeclareVertex() {
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if (!IsVertexShader(stage))
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if (stage != ShaderType::Vertex) {
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return;
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}
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DeclareVertexRedeclarations();
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}
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@ -602,14 +599,14 @@ private:
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break;
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}
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}
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if (!IsVertexShader(stage) || device.HasVertexViewportLayer()) {
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if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
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if (ir.UsesLayer()) {
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code.AddLine("int gl_Layer;");
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}
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if (ir.UsesViewportIndex()) {
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code.AddLine("int gl_ViewportIndex;");
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}
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && IsVertexShader(stage) &&
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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!device.HasVertexViewportLayer()) {
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LOG_ERROR(
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Render_OpenGL,
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@ -1147,7 +1144,7 @@ private:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(IsVertexShader(stage));
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ASSERT(stage == ShaderType::Vertex);
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switch (element) {
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case 2:
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// Config pack's first value is instance_id.
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@ -1218,12 +1215,12 @@ private:
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UNIMPLEMENTED();
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return {};
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case 1:
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if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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return {};
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}
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return {{"gl_Layer", Type::Int}};
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case 2:
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if (IsVertexShader(stage) && !device.HasVertexViewportLayer()) {
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if (stage == ShaderType::Vertex && !device.HasVertexViewportLayer()) {
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return {};
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}
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return {{"gl_ViewportIndex", Type::Int}};
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@ -2532,7 +2529,7 @@ private:
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}
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u32 GetNumPhysicalInputAttributes() const {
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return IsVertexShader(stage) ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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return stage == ShaderType::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
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}
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u32 GetNumPhysicalAttributes() const {
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