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https://git.suyu.dev/suyu/suyu.git
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shader_recompiler: Adjust emit_context includes
This commit is contained in:
parent
5286a7bc4c
commit
f32b2bcd20
37 changed files with 37 additions and 37 deletions
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@ -9,9 +9,9 @@
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#include "common/div_ceil.h"
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#include "common/settings.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/shader_info.h"
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include <utility>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/runtime_info.h"
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include <string_view>
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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@ -6,7 +6,7 @@
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#include <fmt/format.h>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/backend/glasm/reg_alloc.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "common/div_ceil.h"
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#include "common/settings.h"
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/exception.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#ifdef _MSC_VER
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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namespace Shader::Backend::GLSL {
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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#include "common/common_types.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/spirv/emit_context.h"
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#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "common/common_types.h"
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#include "common/div_ceil.h"
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#include "shader_recompiler/backend/spirv/emit_context.h"
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#include "shader_recompiler/backend/spirv/emit_spirv.h"
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#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
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namespace Shader::Backend::SPIRV {
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namespace {
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