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gl_shader_cache: Add missing new-line on emitted GLSL
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16
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@ -281,11 +281,11 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp
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if (variant.shared_memory_size > 0) {
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if (variant.shared_memory_size > 0) {
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// TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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// TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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// avoids out of bound stores. Find out why shared memory size is being invalid.
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// avoids out of bound stores. Find out why shared memory size is being invalid.
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source += fmt::format("shared uint smem[{}];", variant.shared_memory_size);
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source += fmt::format("shared uint smem[{}];\n", variant.shared_memory_size);
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}
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}
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if (variant.local_memory_size > 0) {
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if (variant.local_memory_size > 0) {
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source += fmt::format("#define LOCAL_MEMORY_SIZE {}",
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source += fmt::format("#define LOCAL_MEMORY_SIZE {}\n",
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Common::AlignUp(variant.local_memory_size, 4) / 4);
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Common::AlignUp(variant.local_memory_size, 4) / 4);
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}
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}
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}
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}
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