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glsl: Fix "reg" allocing
based on glasm with some tweaks
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@ -45,18 +45,14 @@ public:
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code += '\n';
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}
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std::string AllocVar() {
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return fmt::format("var_{}", var_num++);
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}
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std::string code;
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RegAlloc reg_alloc;
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const Info& info;
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const Profile& profile;
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u64 var_num{};
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private:
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void DefineConstantBuffers();
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void DefineStorageBuffers();
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};
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} // namespace Shader::Backend::GLSL
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