gl_shader_decompiler: Use GLSL scope on instructions unrelated to textures
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@ -854,14 +854,12 @@ private:
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}
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if (precise && stage != Maxwell3D::Regs::ShaderStage::Fragment) {
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shader.AddLine('{');
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++shader.scope;
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const auto scope = shader.Scope();
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// This avoids optimizations of constant propagation and keeps the code as the original
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// Sadly using the precise keyword causes "linking" errors on fragment shaders.
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shader.AddLine("precise float tmp = " + src + ';');
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shader.AddLine(dest + " = tmp;");
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--shader.scope;
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shader.AddLine('}');
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} else {
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shader.AddLine(dest + " = " + src + ';');
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}
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@ -1382,12 +1380,10 @@ private:
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* top.
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*/
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void EmitPushToFlowStack(u32 target) {
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shader.AddLine('{');
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++shader.scope;
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const auto scope = shader.Scope();
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shader.AddLine("flow_stack[flow_stack_top] = " + std::to_string(target) + "u;");
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shader.AddLine("flow_stack_top++;");
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--shader.scope;
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shader.AddLine('}');
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}
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/*
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@ -1395,13 +1391,11 @@ private:
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* popped address and decrementing the stack top.
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*/
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void EmitPopFromFlowStack() {
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shader.AddLine('{');
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++shader.scope;
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const auto scope = shader.Scope();
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shader.AddLine("flow_stack_top--;");
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shader.AddLine("jmp_to = flow_stack[flow_stack_top];");
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shader.AddLine("break;");
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--shader.scope;
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shader.AddLine('}');
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}
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/// Writes the output values from a fragment shader to the corresponding GLSL output variables.
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@ -2313,8 +2307,7 @@ private:
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UNIMPLEMENTED_IF(instr.conversion.selector);
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UNIMPLEMENTED_IF_MSG(instr.generates_cc,
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"Condition codes generation in I2F is not implemented");
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std::string op_a{};
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std::string op_a;
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if (instr.is_b_gpr) {
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op_a =
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@ -2470,10 +2463,7 @@ private:
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case OpCode::Id::LD_C: {
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UNIMPLEMENTED_IF(instr.ld_c.unknown != 0);
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// Add an extra scope and declare the index register inside to prevent
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// overwriting it in case it is used as an output of the LD instruction.
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shader.AddLine("{");
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++shader.scope;
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const auto scope = shader.Scope();
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shader.AddLine("uint index = (" + regs.GetRegisterAsInteger(instr.gpr8, 0, false) +
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" / 4) & (MAX_CONSTBUFFER_ELEMENTS - 1);");
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@ -2499,19 +2489,13 @@ private:
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UNIMPLEMENTED_MSG("Unhandled type: {}",
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static_cast<unsigned>(instr.ld_c.type.Value()));
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}
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--shader.scope;
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shader.AddLine("}");
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break;
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}
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case OpCode::Id::LD_L: {
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UNIMPLEMENTED_IF_MSG(instr.ld_l.unknown == 1, "LD_L Unhandled mode: {}",
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static_cast<unsigned>(instr.ld_l.unknown.Value()));
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// Add an extra scope and declare the index register inside to prevent
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// overwriting it in case it is used as an output of the LD instruction.
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shader.AddLine('{');
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++shader.scope;
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const auto scope = shader.Scope();
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std::string op = '(' + regs.GetRegisterAsInteger(instr.gpr8, 0, false) + " + " +
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std::to_string(instr.smem_imm.Value()) + ')';
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@ -2528,9 +2512,6 @@ private:
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UNIMPLEMENTED_MSG("LD_L Unhandled type: {}",
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static_cast<unsigned>(instr.ldst_sl.type.Value()));
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}
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--shader.scope;
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shader.AddLine('}');
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break;
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}
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case OpCode::Id::ST_A: {
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@ -2565,10 +2546,7 @@ private:
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UNIMPLEMENTED_IF_MSG(instr.st_l.unknown == 0, "ST_L Unhandled mode: {}",
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static_cast<unsigned>(instr.st_l.unknown.Value()));
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// Add an extra scope and declare the index register inside to prevent
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// overwriting it in case it is used as an output of the LD instruction.
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shader.AddLine('{');
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++shader.scope;
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const auto scope = shader.Scope();
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std::string op = '(' + regs.GetRegisterAsInteger(instr.gpr8, 0, false) + " + " +
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std::to_string(instr.smem_imm.Value()) + ')';
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@ -2583,9 +2561,6 @@ private:
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UNIMPLEMENTED_MSG("ST_L Unhandled type: {}",
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static_cast<unsigned>(instr.ldst_sl.type.Value()));
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}
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--shader.scope;
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shader.AddLine('}');
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break;
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}
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case OpCode::Id::TEX: {
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