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	gl_shader_decompiler: Remove unused state tracking and minor cleanup.
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				@ -191,48 +191,21 @@ public:
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        UnsignedInteger,
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    };
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    GLSLRegister(size_t index, ShaderWriter& shader, const std::string& suffix)
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        : index{index}, shader{shader}, suffix{suffix} {}
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    GLSLRegister(size_t index, const std::string& suffix) : index{index}, suffix{suffix} {}
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    /// Gets the GLSL type string for a register
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    static std::string GetTypeString(Type type) {
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        switch (type) {
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        case Type::Float:
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            return "float";
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        case Type::Integer:
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            return "int";
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        case Type::UnsignedInteger:
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            return "uint";
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        }
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        UNREACHABLE();
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        return {};
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    static std::string GetTypeString() {
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        return "float";
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    }
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    /// Gets the GLSL register prefix string, used for declarations and referencing
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    static std::string GetPrefixString(Type type) {
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        return "reg_" + GetTypeString(type) + '_';
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    static std::string GetPrefixString() {
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        return "reg_";
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    }
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    /// Returns a GLSL string representing the current state of the register
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    std::string GetActiveString() {
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        declr_type.insert(active_type);
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        return GetPrefixString(active_type) + std::to_string(index) + '_' + suffix;
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    }
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    /// Returns true if the active type is a float
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    bool IsFloat() const {
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        return active_type == Type::Float;
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    }
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    /// Returns true if the active type is an integer
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    bool IsInteger() const {
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        return active_type == Type::Integer;
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    }
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    /// Returns the current active type of the register
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    Type GetActiveType() const {
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        return active_type;
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    std::string GetString() const {
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        return GetPrefixString() + std::to_string(index) + '_' + suffix;
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    }
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    /// Returns the index of the register
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@ -240,18 +213,8 @@ public:
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        return index;
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    }
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    /// Returns a set of the declared types of the register
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    const std::set<Type>& DeclaredTypes() const {
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        return declr_type;
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    }
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private:
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    const size_t index;
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    const std::string float_str;
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    const std::string integer_str;
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    ShaderWriter& shader;
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    Type active_type{Type::Float};
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    std::set<Type> declr_type;
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    const std::string& suffix;
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};
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@ -297,7 +260,6 @@ public:
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     * @returns GLSL string corresponding to the register as a float.
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     */
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    std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
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        ASSERT(regs[reg].IsFloat());
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        return GetRegister(reg, elem);
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    }
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@ -311,12 +273,8 @@ public:
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     */
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    std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0, bool is_signed = true,
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                                     Register::Size size = Register::Size::Word) {
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        const std::string func = GetGLSLConversionFunc(
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            GLSLRegister::Type::Float,
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            is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
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        std::string value = func + '(' + GetRegister(reg, elem) + ')';
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        const std::string func{is_signed ? "floatBitsToInt" : "floatBitsToUint"};
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        const std::string value{func + '(' + GetRegister(reg, elem) + ')'};
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        return ConvertIntegerSize(value, size);
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    }
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@ -355,9 +313,7 @@ public:
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                              u64 dest_elem = 0, Register::Size size = Register::Size::Word) {
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        ASSERT_MSG(!is_saturated, "Unimplemented");
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        const std::string func = GetGLSLConversionFunc(
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            is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
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            GLSLRegister::Type::Float);
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        const std::string func{is_signed ? "intBitsToFloat" : "uintBitsToFloat"};
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        SetRegister(reg, elem, func + '(' + ConvertIntegerSize(value, size) + ')',
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                    dest_num_components, value_num_components, dest_elem);
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@ -373,14 +329,7 @@ public:
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    void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
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        std::string dest = GetRegisterAsFloat(reg);
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        std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
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        if (regs[reg].IsFloat()) {
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            shader.AddLine(dest + " = " + src + ';');
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        } else if (regs[reg].IsInteger()) {
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            shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
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        } else {
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            UNREACHABLE();
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        }
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        shader.AddLine(dest + " = " + src + ';');
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    }
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    /**
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@ -393,7 +342,6 @@ public:
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    void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
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        std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
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        std::string src = GetRegisterAsFloat(reg);
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        ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
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        shader.AddLine(dest + " = " + src + ';');
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    }
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@ -434,11 +382,8 @@ public:
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    /// Add declarations for registers
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    void GenerateDeclarations(const std::string& suffix) {
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        for (const auto& reg : regs) {
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            for (const auto& type : reg.DeclaredTypes()) {
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                declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
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                                     reg.GetPrefixString(type) + std::to_string(reg.GetIndex()) +
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                                     '_' + suffix + " = 0;");
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            }
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            declarations.AddLine(GLSLRegister::GetTypeString() + ' ' + reg.GetPrefixString() +
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                                 std::to_string(reg.GetIndex()) + '_' + suffix + " = 0;");
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        }
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        declarations.AddNewLine();
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@ -516,21 +461,13 @@ public:
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    }
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private:
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    /// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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    std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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        const std::string src_type = GLSLRegister::GetTypeString(src);
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        std::string dest_type = GLSLRegister::GetTypeString(dest);
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        dest_type[0] = toupper(dest_type[0]);
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        return src_type + "BitsTo" + dest_type;
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    }
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    /// Generates code representing a temporary (GPR) register.
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    std::string GetRegister(const Register& reg, unsigned elem) {
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        if (reg == Register::ZeroIndex) {
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            return "0";
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        }
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        return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
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        return regs[reg.GetSwizzledIndex(elem)].GetString();
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    }
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    /**
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@ -560,7 +497,7 @@ private:
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    /// Build the GLSL register list.
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    void BuildRegisterList() {
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        for (size_t index = 0; index < Register::NumRegisters; ++index) {
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            regs.emplace_back(index, shader, suffix);
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            regs.emplace_back(index, suffix);
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        }
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    }
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