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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp13
1 files changed, 2 insertions, 11 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 72a49ebdc..b5a43e79e 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -19,6 +19,8 @@ using VideoCommon::Shader::ShaderIR;
static constexpr u32 PROGRAM_OFFSET = 10;
static constexpr u32 COMPUTE_OFFSET = 0;
+static constexpr CompilerSettings settings{CompileDepth::NoFlowStack, true};
+
ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
@@ -33,9 +35,6 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
)";
- CompilerSettings settings;
- settings.depth = CompileDepth::NoFlowStack;
-
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
const auto stage = setup.IsDualProgram() ? ProgramType::VertexA : ProgramType::VertexB;
ProgramResult program = Decompile(device, program_ir, stage, "vertex");
@@ -86,9 +85,6 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
)";
- CompilerSettings settings;
- settings.depth = CompileDepth::NoFlowStack;
-
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Geometry, "geometry");
out += program.first;
@@ -123,8 +119,6 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
};
)";
- CompilerSettings settings;
- settings.depth = CompileDepth::NoFlowStack;
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Fragment, "fragment");
@@ -145,9 +139,6 @@ ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& set
std::string out = "// Shader Unique Id: CS" + id + "\n\n";
out += GetCommonDeclarations();
- CompilerSettings settings;
- settings.depth = CompileDepth::NoFlowStack;
-
const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Compute, "compute");
out += program.first;