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shader: Refactoring: Simplify calculation of LocalVarIndexOffset
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0a0401e217
@ -695,27 +695,11 @@ func (cs *compileState) parseBlock(outer *block, fname string, stmts []ast.Stmt,
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}
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var offset int
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switch {
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case outer.outer == nil && fname == cs.vertexEntry:
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offset = 0
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case outer.outer == nil && fname == cs.fragmentEntry:
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offset = 0
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case outer.outer == nil:
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offset = len(inParams) + len(outParams)
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default:
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for b := outer; b != nil; b = b.outer {
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offset += len(b.vars)
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}
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if fname == cs.vertexEntry {
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offset -= len(cs.ir.Attributes)
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offset-- // position
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offset -= len(cs.ir.Varyings)
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}
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if fname == cs.fragmentEntry {
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offset-- // position
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offset -= len(cs.ir.Varyings)
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offset-- // color
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}
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for b := outer; b != nil; b = b.outer {
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offset += len(b.vars)
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}
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if outer == &cs.global {
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offset += len(inParams) + len(outParams)
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}
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block := &block{
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@ -346,8 +346,8 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
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idt := strings.Repeat("\t", level+1)
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var lines []string
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for i, t := range block.LocalVars {
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name := fmt.Sprintf("l%d", block.LocalVarIndexOffset+i)
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for i := range block.LocalVars {
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name, t := localVariable(p, topBlock, block, block.LocalVarIndexOffset+i)
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switch t.Main {
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case shaderir.Array:
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lines = append(lines, fmt.Sprintf("%s%s;", idt, c.glslVarDecl(p, &t, name)))
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@ -321,8 +321,9 @@ func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shader
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var lines []string
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for i, t := range block.LocalVars {
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// The type is None e.g., when the variable is a for-loop counter.
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name := localVariableName(p, topBlock, block.LocalVarIndexOffset+i)
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if t.Main != shaderir.None {
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.metalVarDecl(p, &t, fmt.Sprintf("l%d", block.LocalVarIndexOffset+i), false, false), c.metalVarInit(p, &t)))
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lines = append(lines, fmt.Sprintf("%s%s = %s;", idt, c.metalVarDecl(p, &t, name, false, false), c.metalVarInit(p, &t)))
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}
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}
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