[SPIR-V] Remove temp reserve for 4 or less elements

This commit is contained in:
Triang3l
2023-04-13 22:43:44 +03:00
parent 75d805245d
commit 887fda55c2
6 changed files with 0 additions and 212 deletions

View File

@@ -613,7 +613,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
}
builder_->setBuildPoint(&block_alpha_test_not_equal_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(alpha_test_result_not_equal);
id_vector_temp_.push_back(block_alpha_test_not_equal.getId());
id_vector_temp_.push_back(alpha_test_result_non_not_equal);
@@ -671,7 +670,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// The tests might have modified the sample mask via
// fsi_sample_mask_in_rt_0_alpha_tests.
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(fsi_sample_mask_in_rt_0_alpha_tests);
id_vector_temp_.push_back(
block_fsi_rt_0_alpha_tests_rt_written_end.getId());
@@ -742,7 +740,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
spv::Id depth_stencil_sample_address =
FSI_AddSampleOffset(main_fsi_address_depth_, i);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
// First SSBO structure element.
id_vector_temp_.push_back(const_int_0_);
id_vector_temp_.push_back(depth_stencil_sample_address);
@@ -834,7 +831,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// Apply the exponent bias after the alpha test and alpha to coverage
// because they need the unbiased alpha from the shader.
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantColorExpBias));
id_vector_temp_.push_back(
@@ -894,7 +890,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// overwritten, or UINT32_MAX, UINT32_MAX if writing to the target is
// disabled completely.
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantEdramRTKeepMask));
id_vector_temp_.push_back(rt_uint2_index_array);
@@ -935,7 +930,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// Load the information about the render target.
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantEdramRTFormatFlags));
id_vector_temp_.push_back(const_int_rt_index);
@@ -954,7 +948,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
const_uint_0_);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantEdramRTBaseDwordsScaled));
id_vector_temp_.push_back(const_int_rt_index);
@@ -977,7 +970,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// Load the blending parameters for the render target.
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantEdramRTBlendFactorsOps));
id_vector_temp_.push_back(const_int_rt_index);
@@ -1019,7 +1011,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
RenderTargetCache::kPSIColorFormatFlag_FixedPointAlpha)),
const_uint_0_);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(
builder_->makeIntConstant(kSystemConstantEdramRTClamp));
id_vector_temp_.push_back(const_int_rt_index);
@@ -1071,7 +1062,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
id_vector_temp_),
spv::NoPrecision);
uint_vector_temp_.clear();
uint_vector_temp_.reserve(3);
uint_vector_temp_.push_back(0);
uint_vector_temp_.push_back(1);
uint_vector_temp_.push_back(2);
@@ -1088,7 +1078,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
rt_alpha_is_fixed_point, rt_clamp_alpha_min, rt_clamp_alpha_max);
uint_vector_temp_.clear();
uint_vector_temp_.reserve(3);
uint_vector_temp_.push_back(0);
uint_vector_temp_.push_back(1);
uint_vector_temp_.push_back(2);
@@ -1121,7 +1110,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
spv::Id rt_sample_address =
FSI_AddSampleOffset(rt_sample_0_address, i, rt_is_64bpp);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
// First SSBO structure element.
id_vector_temp_.push_back(const_int_0_);
id_vector_temp_.push_back(rt_sample_address);
@@ -1156,7 +1144,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
builder_->createBranch(&block_load_64bpp_merge);
builder_->setBuildPoint(&block_load_64bpp_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(dest_packed_64bpp_high);
id_vector_temp_.push_back(block_load_64bpp.getId());
id_vector_temp_.push_back(const_uint_0_);
@@ -1167,7 +1154,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
std::array<spv::Id, 4> dest_unpacked =
FSI_UnpackColor(dest_packed, rt_format_with_flags);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(dest_unpacked[0]);
id_vector_temp_.push_back(dest_unpacked[1]);
id_vector_temp_.push_back(dest_unpacked[2]);
@@ -1289,7 +1275,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
spv::Id rt_sample_address =
FSI_AddSampleOffset(rt_sample_0_address, i, rt_is_64bpp);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
// First SSBO structure element.
id_vector_temp_.push_back(const_int_0_);
id_vector_temp_.push_back(rt_sample_address);
@@ -1355,7 +1340,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
spv::Id rt_sample_address =
FSI_AddSampleOffset(rt_sample_0_address, i, rt_is_64bpp);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
// First SSBO structure element.
id_vector_temp_.push_back(const_int_0_);
id_vector_temp_.push_back(rt_sample_address);
@@ -1404,7 +1388,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
// issues in the host render target path.
// TODO(Triang3l): Gamma as sRGB check.
uint_vector_temp_.clear();
uint_vector_temp_.reserve(3);
uint_vector_temp_.push_back(0);
uint_vector_temp_.push_back(1);
uint_vector_temp_.push_back(2);
@@ -1428,7 +1411,6 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
builder_->createBranch(&block_gamma_merge);
builder_->setBuildPoint(&block_gamma_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(color_rgb_gamma);
id_vector_temp_.push_back(block_gamma.getId());
id_vector_temp_.push_back(color_rgb);
@@ -1543,7 +1525,6 @@ void SpirvShaderTranslator::FSI_LoadSampleMask(spv::Id msaa_samples) {
} else {
// 0 and 3 to 0 and 1.
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(input_sample_mask_value);
id_vector_temp_.push_back(builder_->createTriOp(
spv::OpBitFieldUExtract, type_uint_, input_sample_mask_value,
@@ -1560,7 +1541,6 @@ void SpirvShaderTranslator::FSI_LoadSampleMask(spv::Id msaa_samples) {
// Flip samples in bits 0:1 by reversing the whole coverage mask and inserting
// the reversing bits.
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(input_sample_mask_value);
id_vector_temp_.push_back(builder_->createBinOp(
spv::OpShiftRightLogical, type_uint_,
@@ -1974,7 +1954,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
type_float_, ext_inst_glsl_std_450_, GLSLstd450FAbs, id_vector_temp_);
}
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(depth_dxy_abs[0]);
id_vector_temp_.push_back(depth_dxy_abs[1]);
spv::Id depth_max_slope = builder_->createBuiltinCall(
@@ -2016,7 +1995,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
// Load the original depth and stencil for the sample.
spv::Id sample_address = FSI_AddSampleOffset(main_fsi_address_depth_, i);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
// First SSBO structure element.
id_vector_temp_.push_back(const_int_0_);
id_vector_temp_.push_back(sample_address);
@@ -2102,7 +2080,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
spv::OpFAdd, type_float_, center_depth32_biased, sample_depth32);
builder_->addDecoration(sample_depth32, spv::DecorationNoContraction);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(sample_depth32);
id_vector_temp_.push_back(const_float_0_);
id_vector_temp_.push_back(const_float_1_);
@@ -2143,7 +2120,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
// Merge between the two formats.
builder_->setBuildPoint(&block_depth_format_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(sample_depth_float24);
id_vector_temp_.push_back(block_depth_format_float_end.getId());
id_vector_temp_.push_back(sample_depth_unorm24);
@@ -2280,7 +2256,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
// Increment and clamp.
builder_->setBuildPoint(&block_stencil_op_increment_clamp);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(builder_->makeUintConstant(UINT8_MAX - 1));
id_vector_temp_.push_back(
builder_->createBinOp(spv::OpBitwiseAnd, type_uint_, old_depth_stencil,
@@ -2294,7 +2269,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
// Decrement and clamp.
builder_->setBuildPoint(&block_stencil_op_decrement_clamp);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(const_uint_1);
id_vector_temp_.push_back(
builder_->createBinOp(spv::OpBitwiseAnd, type_uint_, old_depth_stencil,
@@ -2362,7 +2336,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
builder_->createBranch(&block_stencil_enabled_merge);
spv::Block& block_stencil_enabled_end = *builder_->getBuildPoint();
builder_->setBuildPoint(&block_stencil_enabled_merge);
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.clear();
id_vector_temp_.push_back(stencil_passed_if_enabled);
id_vector_temp_.push_back(block_stencil_enabled_end.getId());
@@ -2390,7 +2363,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
// Combine the new depth and the new stencil taking into account whether the
// new depth should be written.
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(new_stencil_and_old_depth);
id_vector_temp_.push_back(sample_depth24);
id_vector_temp_.push_back(const_uint_8);
@@ -2451,7 +2423,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
builder_->createBranch(&block_sample_covered_merge);
spv::Block& block_sample_covered_end = *builder_->getBuildPoint();
builder_->setBuildPoint(&block_sample_covered_merge);
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.clear();
id_vector_temp_.push_back(new_sample_mask_after_sample);
id_vector_temp_.push_back(block_sample_covered_end.getId());
@@ -2475,7 +2446,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
builder_->createBranch(block_any_sample_covered_merge);
spv::Block& block_any_sample_covered_end = *builder_->getBuildPoint();
builder_->setBuildPoint(block_any_sample_covered_merge);
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.clear();
id_vector_temp_.push_back(new_sample_mask);
id_vector_temp_.push_back(block_any_sample_covered_end.getId());
@@ -2498,7 +2468,6 @@ void SpirvShaderTranslator::FSI_DepthStencilTest(
builder_->createBranch(&block_depth_stencil_enabled_merge);
spv::Block& block_depth_stencil_enabled_end = *builder_->getBuildPoint();
builder_->setBuildPoint(&block_depth_stencil_enabled_merge);
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.clear();
id_vector_temp_.push_back(new_sample_mask);
id_vector_temp_.push_back(block_depth_stencil_enabled_end.getId());
@@ -2601,7 +2570,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
{
builder_->setBuildPoint(&block_format_8_8_8_8);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(color_float4);
id_vector_temp_.push_back(const_float4_0_);
id_vector_temp_.push_back(const_float4_1_);
@@ -2621,7 +2589,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id component_width = builder_->makeUintConstant(8);
for (uint32_t i = 1; i < 4; ++i) {
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(packed_8_8_8_8);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_uint4, type_uint_, i));
@@ -2641,7 +2608,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
{
builder_->setBuildPoint(&block_format_8_8_8_8_gamma);
uint_vector_temp_.clear();
uint_vector_temp_.reserve(3);
uint_vector_temp_.push_back(0);
uint_vector_temp_.push_back(1);
uint_vector_temp_.push_back(2);
@@ -2652,7 +2618,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
color_float4, uint_vector_temp_),
false);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_float4, type_float_, 3));
id_vector_temp_.push_back(const_float_0_);
@@ -2687,7 +2652,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id component_width = builder_->makeUintConstant(8);
for (uint32_t i = 1; i < 4; ++i) {
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(packed_8_8_8_8_gamma);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_uint4, type_uint_, i));
@@ -2708,7 +2672,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
{
builder_->setBuildPoint(&block_format_2_10_10_10);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(color_float4);
id_vector_temp_.push_back(const_float4_0_);
id_vector_temp_.push_back(const_float4_1_);
@@ -2716,7 +2679,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
builder_->createBuiltinCall(type_float4_, ext_inst_glsl_std_450_,
GLSLstd450NClamp, id_vector_temp_);
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.resize(3, builder_->makeFloatConstant(1023.0f));
id_vector_temp_.push_back(builder_->makeFloatConstant(3.0f));
spv::Id color_scaled = builder_->createBinOp(
@@ -2734,7 +2696,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id alpha_width = builder_->makeUintConstant(2);
for (uint32_t i = 1; i < 4; ++i) {
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(packed_2_10_10_10);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_uint4, type_uint_, i));
@@ -2764,7 +2725,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
}
// Alpha.
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_float4, type_float_, 3));
id_vector_temp_.push_back(const_float_0_);
@@ -2785,7 +2745,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id rgb_width = builder_->makeUintConstant(10);
for (uint32_t i = 1; i < 3; ++i) {
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(packed_2_10_10_10_float);
id_vector_temp_.push_back(color_components[i]);
id_vector_temp_.push_back(builder_->makeUintConstant(10 * i));
@@ -2794,7 +2753,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
type_uint_, id_vector_temp_);
}
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(packed_2_10_10_10_float);
id_vector_temp_.push_back(color_components[3]);
id_vector_temp_.push_back(builder_->makeUintConstant(30));
@@ -2821,7 +2779,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id const_float4_32 =
builder_->makeCompositeConstant(type_float4_, id_vector_temp_);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
// NaN to 0, not to -32.
id_vector_temp_.push_back(builder_->createTriOp(
spv::OpSelect, type_float4_,
@@ -2853,7 +2810,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id component_offset_width = builder_->makeUintConstant(16);
for (uint32_t i = 0; i < 2; ++i) {
id_vector_temp_.clear();
id_vector_temp_.reserve(4);
id_vector_temp_.push_back(
builder_->createCompositeExtract(color_uint4, type_uint_, 2 * i));
id_vector_temp_.push_back(
@@ -2884,7 +2840,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
spv::Id const_float4_float16_max =
builder_->makeCompositeConstant(type_float4_, id_vector_temp_);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
// NaN to 0, not to -max.
id_vector_temp_.push_back(builder_->createTriOp(
spv::OpSelect, type_float4_,
@@ -2897,7 +2852,6 @@ std::array<spv::Id, 2> SpirvShaderTranslator::FSI_ClampAndPackColor(
GLSLstd450FClamp, id_vector_temp_);
for (uint32_t i = 0; i < 2; ++i) {
uint_vector_temp_.clear();
uint_vector_temp_.reserve(2);
uint_vector_temp_.push_back(2 * i);
uint_vector_temp_.push_back(2 * i + 1);
id_vector_temp_.clear();
@@ -3176,7 +3130,6 @@ std::array<spv::Id, 4> SpirvShaderTranslator::FSI_UnpackColor(
component_scale);
builder_->addDecoration(component, spv::DecorationNoContraction);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(component_min);
id_vector_temp_.push_back(component);
component =
@@ -3300,7 +3253,6 @@ spv::Id SpirvShaderTranslator::FSI_FlushNaNClampAndInBlending(
&block_is_fixed_point_merge);
builder_->setBuildPoint(&block_is_fixed_point_if);
id_vector_temp_.clear();
id_vector_temp_.reserve(3);
// Flush NaN to 0 even for signed (NMax would flush it to the minimum value).
id_vector_temp_.push_back(builder_->createTriOp(
spv::OpSelect, color_or_alpha_type,
@@ -3316,7 +3268,6 @@ spv::Id SpirvShaderTranslator::FSI_FlushNaNClampAndInBlending(
builder_->createBranch(&block_is_fixed_point_merge);
builder_->setBuildPoint(&block_is_fixed_point_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(color_or_alpha_clamped);
id_vector_temp_.push_back(block_is_fixed_point_if.getId());
id_vector_temp_.push_back(color_or_alpha);
@@ -3509,7 +3460,6 @@ spv::Id SpirvShaderTranslator::FSI_ApplyColorBlendFactor(
spv::OpFSub, type_float_, const_float_1_, dest_alpha);
builder_->addDecoration(one_minus_dest_alpha, spv::DecorationNoContraction);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(source_alpha);
id_vector_temp_.push_back(one_minus_dest_alpha);
spv::Id factor_source_alpha_saturate = builder_->createBuiltinCall(
@@ -3551,7 +3501,6 @@ spv::Id SpirvShaderTranslator::FSI_ApplyColorBlendFactor(
// Make the result zero if the factor is zero.
builder_->setBuildPoint(&block_not_zero_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(result);
id_vector_temp_.push_back(block_not_zero_if_end.getId());
id_vector_temp_.push_back(const_float3_0_);
@@ -3699,7 +3648,6 @@ spv::Id SpirvShaderTranslator::FSI_ApplyAlphaBlendFactor(
spv::OpFSub, type_float_, const_float_1_, dest_alpha);
builder_->addDecoration(one_minus_dest_alpha, spv::DecorationNoContraction);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(source_alpha);
id_vector_temp_.push_back(one_minus_dest_alpha);
spv::Id factor_source_alpha_saturate = builder_->createBuiltinCall(
@@ -3736,7 +3684,6 @@ spv::Id SpirvShaderTranslator::FSI_ApplyAlphaBlendFactor(
// Make the result zero if the factor is zero.
builder_->setBuildPoint(&block_not_zero_merge);
id_vector_temp_.clear();
id_vector_temp_.reserve(2 * 2);
id_vector_temp_.push_back(result);
id_vector_temp_.push_back(block_not_zero_if_end.getId());
id_vector_temp_.push_back(const_float_0_);
@@ -3783,7 +3730,6 @@ spv::Id SpirvShaderTranslator::FSI_BlendColorOrAlphaWithUnclampedResult(
// Min case.
builder_->setBuildPoint(&block_min_max_min);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(is_alpha ? source_alpha_clamped
: source_color_clamped);
id_vector_temp_.push_back(is_alpha ? dest_alpha : dest_color);
@@ -3794,7 +3740,6 @@ spv::Id SpirvShaderTranslator::FSI_BlendColorOrAlphaWithUnclampedResult(
// Max case.
builder_->setBuildPoint(&block_min_max_max);
id_vector_temp_.clear();
id_vector_temp_.reserve(2);
id_vector_temp_.push_back(is_alpha ? source_alpha_clamped
: source_color_clamped);
id_vector_temp_.push_back(is_alpha ? dest_alpha : dest_color);