glsl_decompiler: Fixup permissive member function declarations

This commit is contained in:
ReinUsesLisp 2018-12-24 03:10:13 -03:00
parent 55a10d02e5
commit ab7f52b279

View file

@ -1295,139 +1295,139 @@ private:
} }
static constexpr OperationDecompilersArray operation_decompilers = { static constexpr OperationDecompilersArray operation_decompilers = {
&Assign, &GLSLDecompiler::Assign,
&AssignComposite, &GLSLDecompiler::AssignComposite,
&Composite, &GLSLDecompiler::Composite,
&Select, &GLSLDecompiler::Select,
&Add<Type::Float>, &GLSLDecompiler::Add<Type::Float>,
&Mul<Type::Float>, &GLSLDecompiler::Mul<Type::Float>,
&Div<Type::Float>, &GLSLDecompiler::Div<Type::Float>,
&Fma<Type::Float>, &GLSLDecompiler::Fma<Type::Float>,
&Negate<Type::Float>, &GLSLDecompiler::Negate<Type::Float>,
&Absolute<Type::Float>, &GLSLDecompiler::Absolute<Type::Float>,
&FClamp, &GLSLDecompiler::FClamp,
&Min<Type::Float>, &GLSLDecompiler::Min<Type::Float>,
&Max<Type::Float>, &GLSLDecompiler::Max<Type::Float>,
&FCos, &GLSLDecompiler::FCos,
&FSin, &GLSLDecompiler::FSin,
&FExp2, &GLSLDecompiler::FExp2,
&FLog2, &GLSLDecompiler::FLog2,
&FInverseSqrt, &GLSLDecompiler::FInverseSqrt,
&FSqrt, &GLSLDecompiler::FSqrt,
&FRoundEven, &GLSLDecompiler::FRoundEven,
&FFloor, &GLSLDecompiler::FFloor,
&FCeil, &GLSLDecompiler::FCeil,
&FTrunc, &GLSLDecompiler::FTrunc,
&FCastInteger<Type::Int>, &GLSLDecompiler::FCastInteger<Type::Int>,
&FCastInteger<Type::Uint>, &GLSLDecompiler::FCastInteger<Type::Uint>,
&Add<Type::Int>, &GLSLDecompiler::Add<Type::Int>,
&Mul<Type::Int>, &GLSLDecompiler::Mul<Type::Int>,
&Div<Type::Int>, &GLSLDecompiler::Div<Type::Int>,
&Negate<Type::Int>, &GLSLDecompiler::Negate<Type::Int>,
&Absolute<Type::Int>, &GLSLDecompiler::Absolute<Type::Int>,
&Min<Type::Int>, &GLSLDecompiler::Min<Type::Int>,
&Max<Type::Int>, &GLSLDecompiler::Max<Type::Int>,
&ICastFloat, &GLSLDecompiler::ICastFloat,
&ICastUnsigned, &GLSLDecompiler::ICastUnsigned,
&LogicalShiftLeft<Type::Int>, &GLSLDecompiler::LogicalShiftLeft<Type::Int>,
&ILogicalShiftRight, &GLSLDecompiler::ILogicalShiftRight,
&IArithmeticShiftRight, &GLSLDecompiler::IArithmeticShiftRight,
&BitwiseAnd<Type::Int>, &GLSLDecompiler::BitwiseAnd<Type::Int>,
&BitwiseOr<Type::Int>, &GLSLDecompiler::BitwiseOr<Type::Int>,
&BitwiseXor<Type::Int>, &GLSLDecompiler::BitwiseXor<Type::Int>,
&BitwiseNot<Type::Int>, &GLSLDecompiler::BitwiseNot<Type::Int>,
&BitfieldInsert<Type::Int>, &GLSLDecompiler::BitfieldInsert<Type::Int>,
&BitCount<Type::Int>, &GLSLDecompiler::BitCount<Type::Int>,
&Add<Type::Uint>, &GLSLDecompiler::Add<Type::Uint>,
&Mul<Type::Uint>, &GLSLDecompiler::Mul<Type::Uint>,
&Div<Type::Uint>, &GLSLDecompiler::Div<Type::Uint>,
&Min<Type::Uint>, &GLSLDecompiler::Min<Type::Uint>,
&Max<Type::Uint>, &GLSLDecompiler::Max<Type::Uint>,
&UCastFloat, &GLSLDecompiler::UCastFloat,
&UCastSigned, &GLSLDecompiler::UCastSigned,
&LogicalShiftLeft<Type::Uint>, &GLSLDecompiler::LogicalShiftLeft<Type::Uint>,
&UShiftRight, &GLSLDecompiler::UShiftRight,
&UShiftRight, &GLSLDecompiler::UShiftRight,
&BitwiseAnd<Type::Uint>, &GLSLDecompiler::BitwiseAnd<Type::Uint>,
&BitwiseOr<Type::Uint>, &GLSLDecompiler::BitwiseOr<Type::Uint>,
&BitwiseXor<Type::Uint>, &GLSLDecompiler::BitwiseXor<Type::Uint>,
&BitwiseNot<Type::Uint>, &GLSLDecompiler::BitwiseNot<Type::Uint>,
&BitfieldInsert<Type::Uint>, &GLSLDecompiler::BitfieldInsert<Type::Uint>,
&BitCount<Type::Uint>, &GLSLDecompiler::BitCount<Type::Uint>,
&Add<Type::HalfFloat>, &GLSLDecompiler::Add<Type::HalfFloat>,
&Mul<Type::HalfFloat>, &GLSLDecompiler::Mul<Type::HalfFloat>,
&Fma<Type::HalfFloat>, &GLSLDecompiler::Fma<Type::HalfFloat>,
&Absolute<Type::HalfFloat>, &GLSLDecompiler::Absolute<Type::HalfFloat>,
&HNegate, &GLSLDecompiler::HNegate,
&HMergeF32, &GLSLDecompiler::HMergeF32,
&HMergeH0, &GLSLDecompiler::HMergeH0,
&HMergeH1, &GLSLDecompiler::HMergeH1,
&LogicalAssign, &GLSLDecompiler::LogicalAssign,
&LogicalAnd, &GLSLDecompiler::LogicalAnd,
&LogicalOr, &GLSLDecompiler::LogicalOr,
&LogicalXor, &GLSLDecompiler::LogicalXor,
&LogicalNegate, &GLSLDecompiler::LogicalNegate,
&LogicalPick2, &GLSLDecompiler::LogicalPick2,
&LogicalAll2, &GLSLDecompiler::LogicalAll2,
&LogicalAny2, &GLSLDecompiler::LogicalAny2,
&LogicalLessThan<Type::Float>, &GLSLDecompiler::LogicalLessThan<Type::Float>,
&LogicalEqual<Type::Float>, &GLSLDecompiler::LogicalEqual<Type::Float>,
&LogicalLessEqual<Type::Float>, &GLSLDecompiler::LogicalLessEqual<Type::Float>,
&LogicalGreaterThan<Type::Float>, &GLSLDecompiler::LogicalGreaterThan<Type::Float>,
&LogicalNotEqual<Type::Float>, &GLSLDecompiler::LogicalNotEqual<Type::Float>,
&LogicalGreaterEqual<Type::Float>, &GLSLDecompiler::LogicalGreaterEqual<Type::Float>,
&LogicalFIsNan, &GLSLDecompiler::LogicalFIsNan,
&LogicalLessThan<Type::Int>, &GLSLDecompiler::LogicalLessThan<Type::Int>,
&LogicalEqual<Type::Int>, &GLSLDecompiler::LogicalEqual<Type::Int>,
&LogicalLessEqual<Type::Int>, &GLSLDecompiler::LogicalLessEqual<Type::Int>,
&LogicalGreaterThan<Type::Int>, &GLSLDecompiler::LogicalGreaterThan<Type::Int>,
&LogicalNotEqual<Type::Int>, &GLSLDecompiler::LogicalNotEqual<Type::Int>,
&LogicalGreaterEqual<Type::Int>, &GLSLDecompiler::LogicalGreaterEqual<Type::Int>,
&LogicalLessThan<Type::Uint>, &GLSLDecompiler::LogicalLessThan<Type::Uint>,
&LogicalEqual<Type::Uint>, &GLSLDecompiler::LogicalEqual<Type::Uint>,
&LogicalLessEqual<Type::Uint>, &GLSLDecompiler::LogicalLessEqual<Type::Uint>,
&LogicalGreaterThan<Type::Uint>, &GLSLDecompiler::LogicalGreaterThan<Type::Uint>,
&LogicalNotEqual<Type::Uint>, &GLSLDecompiler::LogicalNotEqual<Type::Uint>,
&LogicalGreaterEqual<Type::Uint>, &GLSLDecompiler::LogicalGreaterEqual<Type::Uint>,
&Logical2HLessThan, &GLSLDecompiler::Logical2HLessThan,
&Logical2HEqual, &GLSLDecompiler::Logical2HEqual,
&Logical2HLessEqual, &GLSLDecompiler::Logical2HLessEqual,
&Logical2HGreaterThan, &GLSLDecompiler::Logical2HGreaterThan,
&Logical2HNotEqual, &GLSLDecompiler::Logical2HNotEqual,
&Logical2HGreaterEqual, &GLSLDecompiler::Logical2HGreaterEqual,
&F4Texture, &GLSLDecompiler::F4Texture,
&F4TextureLod, &GLSLDecompiler::F4TextureLod,
&F4TextureGather, &GLSLDecompiler::F4TextureGather,
&F4TextureQueryDimensions, &GLSLDecompiler::F4TextureQueryDimensions,
&F4TextureQueryLod, &GLSLDecompiler::F4TextureQueryLod,
&F4TexelFetch, &GLSLDecompiler::F4TexelFetch,
&Ipa, &GLSLDecompiler::Ipa,
&Bra, &GLSLDecompiler::Bra,
&PushFlowStack, // Ssy &GLSLDecompiler::PushFlowStack, // Ssy
&PushFlowStack, // Brk &GLSLDecompiler::PushFlowStack, // Brk
&PopFlowStack, // Sync &GLSLDecompiler::PopFlowStack, // Sync
&PopFlowStack, // Brk &GLSLDecompiler::PopFlowStack, // Brk
&Exit, &GLSLDecompiler::Exit,
&Kil, &GLSLDecompiler::Kil,
&EmitVertex, &GLSLDecompiler::EmitVertex,
&EndPrimitive, &GLSLDecompiler::EndPrimitive,
&YNegate, &GLSLDecompiler::YNegate,
}; };
std::string GetRegister(u32 index) const { std::string GetRegister(u32 index) const {