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[spirv] nuke spirv-opt (#3877)
lots of AGILEism in spirv-opt theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system) it sucks the IR already resolves most of the shader code to just constant load/stores Spirv-opt passes do not seem to make such a big difference only introduce extra latency like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3877 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev>
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@@ -165,10 +165,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
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INSERT(Settings, use_disk_shader_cache, tr("Use persistent pipeline cache"),
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tr("Allows saving shaders to storage for faster loading on following game "
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"boots.\nDisabling it is only intended for debugging."));
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INSERT(Settings, optimize_spirv_output, tr("Optimize SPIRV output"),
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tr("Runs an additional optimization pass over generated SPIRV shaders.\n"
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"Will increase time required for shader compilation.\nMay slightly improve "
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"performance.\nThis feature is experimental."));
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INSERT(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
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tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
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INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"),
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