refactor(shader): remove register-state compatibility paths

This commit is contained in:
nmzik
2026-08-19 03:52:12 +02:00
parent 33545ca6c4
commit e1bcc298a0
14 changed files with 222 additions and 389 deletions
@@ -803,18 +803,6 @@ void EmitHeaderAndTypes(EmitterState& state) {
state.builder.AddType({OpTypeFunction, state.func_type, state.void_type});
}
void AllocateRegisterVariables(EmitterState& state) {
if (state.stage == ShaderType::Pixel && state.needs_pixel_valid_mask) {
state.pixel_valid_mask_variable = state.builder.AllocateId();
state.builder.AddName(state.pixel_valid_mask_variable, "pixel_valid_mask_active");
}
for (auto& binding: state.registers) {
binding.pointer_id = state.builder.AllocateId();
const auto name = IR::RegisterToString(binding.reg);
state.builder.AddName(binding.pointer_id, name.c_str());
}
}
void AllocateDescriptorVariables(EmitterState& state) {
if (DescriptorBinding(state, IR::DescriptorBindingKind::Buffers) != nullptr) {
state.storage_buffer_variable = state.builder.AllocateId();