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https://github.com/yuzu-emu/yuzu.git
synced 2025-06-14 15:17:57 -05:00
glsl: minor cleanup
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@ -50,16 +50,16 @@ void EmitLoadStorage32(EmitContext& ctx, IR::Inst& inst, const IR::Value& bindin
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void EmitLoadStorage64(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
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const IR::Value& offset) {
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const auto offset_var{ctx.reg_alloc.Consume(offset)};
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ctx.AddU32x2("{}=uvec2(ssbo{}[{}/4],ssbo{}[{}/4+1]);", inst, binding.U32(), offset_var,
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ctx.AddU32x2("{}=uvec2(ssbo{}[{}/4],ssbo{}[({}+4)/4]);", inst, binding.U32(), offset_var,
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binding.U32(), offset_var);
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}
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void EmitLoadStorage128(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
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const IR::Value& offset) {
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const auto offset_var{ctx.reg_alloc.Consume(offset)};
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ctx.AddU32x4("{}=uvec4(ssbo{}[{}/4],ssbo{}[{}/4+1],ssbo{}[{}/4+2],ssbo{}[{}/4+3]);", inst,
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binding.U32(), offset_var, binding.U32(), offset_var, binding.U32(), offset_var,
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binding.U32(), offset_var);
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ctx.AddU32x4("{}=uvec4(ssbo{}[{}/4],ssbo{}[({}+4)/4],ssbo{}[({}+8)/4],ssbo{}[({}+12)/4]);",
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inst, binding.U32(), offset_var, binding.U32(), offset_var, binding.U32(),
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offset_var, binding.U32(), offset_var);
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}
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void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx,
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@ -108,7 +108,7 @@ void EmitWriteStorage64(EmitContext& ctx, const IR::Value& binding, const IR::Va
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std::string_view value) {
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const auto offset_var{ctx.reg_alloc.Consume(offset)};
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ctx.Add("ssbo{}[{}/4]={}.x;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}/4)+1]={}.y;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}+4)/4]={}.y;", binding.U32(), offset_var, value);
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}
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void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx,
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@ -117,8 +117,8 @@ void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] std::string_view value) {
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const auto offset_var{ctx.reg_alloc.Consume(offset)};
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ctx.Add("ssbo{}[{}/4]={}.x;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}/4)+1]={}.y;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}/4)+2]={}.z;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}/4)+3]={}.w;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}+4)/4]={}.y;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}+8)/4]={}.z;", binding.U32(), offset_var, value);
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ctx.Add("ssbo{}[({}+12)/4]={}.w;", binding.U32(), offset_var, value);
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}
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} // namespace Shader::Backend::GLSL
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