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VideoCommon: Don't pass State by inout
Spirv-cross's MSL codegen makes the amazing choice of compiling calls to inout functions as `State temp = s; call_function(temp); s = temp`. Not all Metal backends handle this mess well. In particular, it causes register spills on Intel, losing about 5% in performance.
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@ -502,14 +502,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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"\n"
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"int4 getTevReg(in State s, uint index) {{\n");
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WriteSwitch(out, api_type, "index", tev_regs_lookup_table, 2, false);
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out.Write("}}\n"
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"\n"
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"void setRegColor(inout State s, uint index, int3 color) {{\n");
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WriteSwitch(out, api_type, "index", tev_c_set_table, 2, true);
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out.Write("}}\n"
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"\n"
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"void setRegAlpha(inout State s, uint index, int alpha) {{\n");
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WriteSwitch(out, api_type, "index", tev_a_set_table, 2, true);
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out.Write("}}\n"
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"\n");
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@ -861,9 +853,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" else\n"
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" color = clamp(color, -1024, 1023);\n"
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"\n"
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" // Write result to the correct input register of the next stage\n"
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" setRegColor(s, color_dest, color);\n"
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"\n");
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" // Write result to the correct input register of the next stage\n");
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WriteSwitch(out, api_type, "color_dest", tev_c_set_table, 6, true);
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out.Write("\n");
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// Alpha combiner
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out.Write(" // Alpha Combiner\n");
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@ -927,11 +919,10 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" else\n"
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" alpha = clamp(alpha, -1024, 1023);\n"
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"\n"
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" // Write result to the correct input register of the next stage\n"
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" setRegAlpha(s, alpha_dest, alpha);\n"
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" }}\n");
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out.Write(" }} // Main TEV loop\n"
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" // Write result to the correct input register of the next stage\n");
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WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
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out.Write(" }}\n"
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" }} // Main TEV loop\n"
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"\n");
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// Select the output color and alpha registers from the last stage.
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