Moving temporary registers to exec blocks. ps may still need to be shared.
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@ -277,10 +277,6 @@ void main() {
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EmitSource("void processFragment(const in StateData state) {\n");
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}
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// Previous Vector result (used as a scratch).
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EmitSource(" vec4 pv;\n");
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// Previous Scalar result (used for RETAIN_PREV).
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EmitSource(" float ps;\n");
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// Predicate temp, clause-local.
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EmitSource(" bool p0 = false;\n");
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// Address register when using absolute addressing.
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@ -290,10 +286,6 @@ void main() {
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// Loop counter stack, .x is the active loop.
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// Represents number of times remaining to loop.
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EmitSource(" ivec4 loop_count = ivec4(0);\n");
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// Temps for source register values.
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EmitSource(" vec4 src0;\n");
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EmitSource(" vec4 src1;\n");
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EmitSource(" vec4 src2;\n");
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// Temporary registers.
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if (is_vertex_shader()) {
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@ -382,6 +374,15 @@ void GlslShaderTranslator::ProcessExecInstructionBegin(
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break;
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}
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Indent();
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// Previous Vector result (used as a scratch).
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EmitSourceDepth("vec4 pv;\n");
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// Previous Scalar result (used for RETAIN_PREV).
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EmitSourceDepth("float ps;\n");
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// Temps for source register values.
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EmitSourceDepth("vec4 src0;\n");
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EmitSourceDepth("vec4 src1;\n");
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EmitSourceDepth("vec4 src2;\n");
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}
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void GlslShaderTranslator::ProcessExecInstructionEnd(
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