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gl_shader_decompiler: add missing headers/rename GetXXX to MoveXXX to reflect that they move the data
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@ -3,8 +3,11 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <exception>
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#include <exception>
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#include <map>
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#include <set>
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#include <set>
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#include <string>
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#include <string>
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#include <tuple>
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#include <utility>
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#include <nihstro/shader_bytecode.h>
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#include <nihstro/shader_bytecode.h>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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@ -64,7 +67,7 @@ public:
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throw DecompileFail("Program does not always end");
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throw DecompileFail("Program does not always end");
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}
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}
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std::set<Subroutine> GetSubroutines() {
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std::set<Subroutine> MoveSubroutines() {
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return std::move(subroutines);
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return std::move(subroutines);
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}
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}
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@ -203,7 +206,7 @@ public:
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shader_source += text + '\n';
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shader_source += text + '\n';
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}
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}
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std::string GetResult() {
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std::string MoveResult() {
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return std::move(shader_source);
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return std::move(shader_source);
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}
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}
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@ -256,8 +259,8 @@ public:
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Generate();
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Generate();
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}
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}
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std::string GetShaderCode() {
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std::string MoveShaderCode() {
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return shader.GetResult();
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return shader.MoveResult();
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}
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}
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private:
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private:
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@ -910,10 +913,10 @@ boost::optional<std::string> DecompileProgram(const ProgramCode& program_code,
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bool is_gs) {
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bool is_gs) {
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try {
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try {
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines();
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).MoveSubroutines();
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GLSLGenerator generator(subroutines, program_code, swizzle_data, main_offset,
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GLSLGenerator generator(subroutines, program_code, swizzle_data, main_offset,
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inputreg_getter, outputreg_getter, sanitize_mul, is_gs);
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inputreg_getter, outputreg_getter, sanitize_mul, is_gs);
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return generator.GetShaderCode();
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return generator.MoveShaderCode();
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} catch (const DecompileFail& exception) {
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} catch (const DecompileFail& exception) {
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LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what());
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LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what());
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return boost::none;
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return boost::none;
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