PixelShaderGen: Optimize shader uid data order.
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@ -500,7 +500,6 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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uid_data.xfregs_numTexGen_numTexGens = xfregs.numTexGen.numTexGens;
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if (xfregs.numTexGen.numTexGens < 7)
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{
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out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
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@ -63,18 +63,30 @@ struct pixel_shader_uid_data
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; }
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u32 components;
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u32 components : 23;
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u32 dstAlphaMode : 2;
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u32 Pretest : 2;
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u32 nIndirectStagesUsed : 4;
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u32 pad0 : 1;
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u32 genMode_numtexgens : 4;
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u32 genMode_numtevstages : 4;
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u32 genMode_numindstages : 3;
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u32 nIndirectStagesUsed : 8;
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_logic : 2;
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u32 alpha_test_use_zcomploc_hack : 1;
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u32 fog_proj : 1;
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u32 fog_fsel : 3;
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u32 fog_RangeBaseEnabled : 1;
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u32 ztex_op : 2;
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u32 fast_depth_calc : 1;
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 pad1 : 1;
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u32 texMtxInfo_n_projection : 8; // 8x1 bit
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u32 tevindref_bi0 : 3;
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u32 tevindref_bc0 : 3;
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u32 tevindref_bi1 : 3;
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@ -83,6 +95,7 @@ struct pixel_shader_uid_data
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u32 tevindref_bc3 : 3;
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u32 tevindref_bi4 : 3;
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u32 tevindref_bc4 : 3;
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inline void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
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{
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if (index == 0) { tevindref_bc0 = texcoord; tevindref_bi0 = texmap; }
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@ -98,25 +111,6 @@ struct pixel_shader_uid_data
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else if (index == 3) { tevindref_bi4 = texmap; }
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}
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u32 alpha_test_comp0 : 3;
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u32 alpha_test_comp1 : 3;
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u32 alpha_test_logic : 2;
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u32 alpha_test_use_zcomploc_hack : 1;
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u32 fog_proj : 1;
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u32 fog_fsel : 3;
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u32 fog_RangeBaseEnabled : 1;
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u32 ztex_op : 2;
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u32 fast_depth_calc : 1;
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u32 per_pixel_depth : 1;
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u32 forced_early_z : 1;
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u32 early_ztest : 1;
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u32 xfregs_numTexGen_numTexGens : 4;
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struct {
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// TODO: Can save a lot space by removing the padding bits
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u32 cc : 24;
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