Unplumbing program_cntl and simplifying shader loading.
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@@ -24,7 +24,6 @@ class Shader {
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virtual ~Shader();
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ShaderType type() const { return shader_type_; }
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bool has_prepared() const { return has_prepared_; }
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bool is_valid() const { return is_valid_; }
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const std::string& ucode_disassembly() const { return ucode_disassembly_; }
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const std::string& translated_disassembly() const {
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@@ -78,7 +77,6 @@ class Shader {
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bool color_targets[4];
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};
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const AllocCounts& alloc_counts() const { return alloc_counts_; }
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const std::vector<ucode::instr_cf_alloc_t>& allocs() const { return allocs_; }
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protected:
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Shader(ShaderType shader_type, uint64_t data_hash, const uint32_t* dword_ptr,
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@@ -93,8 +91,7 @@ class Shader {
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ShaderType shader_type_;
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uint64_t data_hash_;
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std::vector<uint32_t> data_;
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bool has_prepared_;
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bool is_valid_;
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bool is_valid_ = false;
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std::string ucode_disassembly_;
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std::string translated_disassembly_;
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