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glsl: Fix "reg" allocing
based on glasm with some tweaks
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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static void Alias(IR::Inst& inst, const IR::Value& value) {
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if (value.IsImmediate()) {
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return;
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}
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IR::Inst& value_inst{RegAlloc::AliasInst(*value.Inst())};
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value_inst.DestructiveAddUsage(inst.UseCount());
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value_inst.DestructiveRemoveUsage();
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inst.SetDefinition(value_inst.Definition<Id>());
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}
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} // namespace
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void EmitIdentity(EmitContext&, IR::Inst* inst, const IR::Value& value) {
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Alias(*inst, value);
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}
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} // namespace Shader::Backend::GLSL
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