glsl: remove unused headers

This commit is contained in:
ameerj 2021-05-27 20:37:56 -04:00
parent a752ec88d0
commit 6674637853
14 changed files with 10 additions and 34 deletions

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@ -4,17 +4,12 @@
#include <ranges> #include <ranges>
#include <string> #include <string>
#include <tuple>
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl.h" #include "shader_recompiler/backend/glsl/emit_glsl.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h" #include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
#pragma optimize("", off)
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {
template <class Func> template <class Func>
@ -173,13 +168,21 @@ void EmitCode(EmitContext& ctx, const IR::Program& program) {
} }
} }
std::string GlslVersionSpecifier(const EmitContext& ctx) {
if (ctx.uses_y_direction) {
return " compatibility";
}
return "";
}
} // Anonymous namespace } // Anonymous namespace
std::string EmitGLSL(const Profile& profile, const RuntimeInfo&, IR::Program& program, std::string EmitGLSL(const Profile& profile, const RuntimeInfo& runtime_info, IR::Program& program,
Bindings& bindings) { Bindings& bindings) {
EmitContext ctx{program, bindings, profile}; EmitContext ctx{program, bindings, profile, runtime_info};
Precolor(program); Precolor(program);
EmitCode(ctx, program); EmitCode(ctx, program);
const std::string version{fmt::format("#version 450{}\n", GlslVersionSpecifier(ctx))};
ctx.code.insert(0, version);
ctx.code += "}"; ctx.code += "}";
fmt::print("\n{}\n", ctx.code); fmt::print("\n{}\n", ctx.code);
return ctx.code; return ctx.code;

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@ -6,9 +6,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
static constexpr std::string_view SWIZZLE{"xyzw"}; static constexpr std::string_view SWIZZLE{"xyzw"};

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
void EmitConvertS16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, void EmitConvertS16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {

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@ -5,10 +5,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #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/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
namespace { namespace {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
void EmitIAdd32(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) { void EmitIAdd32(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,

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@ -5,8 +5,6 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#ifdef _MSC_VER #ifdef _MSC_VER

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@ -5,9 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond, void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,

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@ -5,10 +5,7 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h" #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" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {
void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,