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Shader decompiler: More smallen-ing
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parent
213183895a
commit
e8b4992036
2 changed files with 13 additions and 13 deletions
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@ -81,8 +81,8 @@ void ShaderDecompiler::writeAttributes() {
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uint uniform_bool;
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uint uniform_bool;
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};
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};
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vec4 temp_registers[16];
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vec4 tmp_regs[16];
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vec4 output_registers[8];
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vec4 out_regs[8];
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vec4 dummy_vec = vec4(0.0);
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vec4 dummy_vec = vec4(0.0);
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)";
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)";
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}
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}
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@ -141,7 +141,7 @@ std::string ShaderDecompiler::getSource(u32 source, [[maybe_unused]] u32 index)
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if (source < 0x10) {
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if (source < 0x10) {
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return "inputs[" + std::to_string(source) + "]";
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return "inputs[" + std::to_string(source) + "]";
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} else if (source < 0x20) {
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} else if (source < 0x20) {
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return "temp_registers[" + std::to_string(source - 0x10) + "]";
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return "tmp_regs[" + std::to_string(source - 0x10) + "]";
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} else {
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} else {
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const usize floatIndex = (source - 0x20) & 0x7f;
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const usize floatIndex = (source - 0x20) & 0x7f;
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@ -154,9 +154,9 @@ std::string ShaderDecompiler::getSource(u32 source, [[maybe_unused]] u32 index)
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std::string ShaderDecompiler::getDest(u32 dest) const {
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std::string ShaderDecompiler::getDest(u32 dest) const {
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if (dest < 0x10) {
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if (dest < 0x10) {
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return "output_registers[" + std::to_string(dest) + "]";
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return "out_regs[" + std::to_string(dest) + "]";
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} else if (dest < 0x20) {
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} else if (dest < 0x20) {
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return "temp_registers[" + std::to_string(dest - 0x10) + "]";
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return "tmp_regs[" + std::to_string(dest - 0x10) + "]";
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} else {
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} else {
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return "dummy_vec";
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return "dummy_vec";
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}
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}
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@ -696,14 +696,14 @@ out vec2 v_texcoord2;
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void main() {
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void main() {
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pica_shader_main();
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pica_shader_main();
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vec4 a_coords = output_registers[0];
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vec4 a_coords = out_regs[0];
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vec4 a_vertexColour = output_registers[1];
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vec4 a_vertexColour = out_regs[1];
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vec2 a_texcoord0 = output_registers[2].xy;
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vec2 a_texcoord0 = out_regs[2].xy;
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float a_texcoord0_w = output_registers[2].w;
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float a_texcoord0_w = out_regs[2].w;
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vec2 a_texcoord1 = output_registers[3].xy;
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vec2 a_texcoord1 = out_regs[3].xy;
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vec2 a_texcoord2 = output_registers[4].xy;
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vec2 a_texcoord2 = out_regs[4].xy;
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vec3 a_view = output_registers[5].xyz;
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vec3 a_view = out_regs[5].xyz;
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vec4 a_quaternion = output_registers[6];
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vec4 a_quaternion = out_regs[6];
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gl_Position = a_coords;
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gl_Position = a_coords;
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vec4 colourAbs = abs(a_vertexColour);
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vec4 colourAbs = abs(a_vertexColour);
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