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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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					 1 changed files with 9 additions and 6 deletions
				
			
		|  | @ -3,8 +3,11 @@ | |||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <exception> | ||||
| #include <map> | ||||
| #include <set> | ||||
| #include <string> | ||||
| #include <tuple> | ||||
| #include <utility> | ||||
| #include <nihstro/shader_bytecode.h> | ||||
| #include "common/assert.h" | ||||
| #include "common/common_types.h" | ||||
|  | @ -64,7 +67,7 @@ public: | |||
|             throw DecompileFail("Program does not always end"); | ||||
|     } | ||||
| 
 | ||||
|     std::set<Subroutine> GetSubroutines() { | ||||
|     std::set<Subroutine> MoveSubroutines() { | ||||
|         return std::move(subroutines); | ||||
|     } | ||||
| 
 | ||||
|  | @ -203,7 +206,7 @@ public: | |||
|         shader_source += text + '\n'; | ||||
|     } | ||||
| 
 | ||||
|     std::string GetResult() { | ||||
|     std::string MoveResult() { | ||||
|         return std::move(shader_source); | ||||
|     } | ||||
| 
 | ||||
|  | @ -256,8 +259,8 @@ public: | |||
|         Generate(); | ||||
|     } | ||||
| 
 | ||||
|     std::string GetShaderCode() { | ||||
|         return shader.GetResult(); | ||||
|     std::string MoveShaderCode() { | ||||
|         return shader.MoveResult(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|  | @ -910,10 +913,10 @@ boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, | |||
|                                               bool is_gs) { | ||||
| 
 | ||||
|     try { | ||||
|         auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines(); | ||||
|         auto subroutines = ControlFlowAnalyzer(program_code, main_offset).MoveSubroutines(); | ||||
|         GLSLGenerator generator(subroutines, program_code, swizzle_data, main_offset, | ||||
|                                 inputreg_getter, outputreg_getter, sanitize_mul, is_gs); | ||||
|         return generator.GetShaderCode(); | ||||
|         return generator.MoveShaderCode(); | ||||
|     } catch (const DecompileFail& exception) { | ||||
|         LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what()); | ||||
|         return boost::none; | ||||
|  |  | |||
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