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shader_recompiler: GCC fixes

nce_cpp
lat9nq 5 years ago
committed by ameerj
parent
commit
fc7edccbc1
  1. 1
      src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp
  2. 1
      src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp
  3. 1
      src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp
  4. 3
      src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
  5. 1
      src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp
  6. 1
      src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp
  7. 1
      src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
  8. 1
      src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp
  9. 1
      src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp
  10. 1
      src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp
  11. 1
      src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp
  12. 1
      src/shader_recompiler/backend/glsl/emit_glsl_select.cpp
  13. 1
      src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
  14. 1
      src/shader_recompiler/backend/glsl/reg_alloc.cpp

1
src/shader_recompiler/backend/glsl/emit_glsl_atomic.cpp

@ -6,6 +6,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_bitwise_conversion.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_composite.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

3
src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {
@ -71,8 +72,6 @@ void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
if (offset.IsImmediate()) {
const auto u32_offset{offset.U32()};
const auto index{(u32_offset / 4) % 4};
ctx.AddU32x2(
"{}=uvec2(floatBitsToUint({}_cbuf{}[{}].{}),floatBitsToUint({}_cbuf{}[{}].{}));", inst,
ctx.stage_name, binding.U32(), offset.U32() / 16, OffsetSwizzle(offset.U32()),

1
src/shader_recompiler/backend/glsl/emit_glsl_convert.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_floating_point.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_image.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"

1
src/shader_recompiler/backend/glsl/emit_glsl_integer.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_logical.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_not_implemented.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
#ifdef _MSC_VER

1
src/shader_recompiler/backend/glsl/emit_glsl_select.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp

@ -5,6 +5,7 @@
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {

1
src/shader_recompiler/backend/glsl/reg_alloc.cpp

@ -91,7 +91,6 @@ std::string RegAlloc::Consume(const IR::Value& value) {
}
std::string RegAlloc::Consume(IR::Inst& inst) {
const Id id{inst.Definition<Id>()};
inst.DestructiveRemoveUsage();
// TODO: reuse variables of same type if possible
// if (!inst.HasUses()) {

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