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authorLioncash <mathew1800@gmail.com>2020-07-24 13:46:13 -0400
committerLioncash <mathew1800@gmail.com>2020-07-24 13:50:09 -0400
commit4b21bc7508c59902ba5a375c08c3fbe2dea190b3 (patch)
tree0a2c6b325da80c8635372db5b99111bc553abaeb /Source/Core/VideoCommon/LightingShaderGen.cpp
parent7f7db6d3e77219ac287802bcdd240febf8cfe168 (diff)
LightingShaderGen: Transition over to fmt
Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp167
1 files changed, 92 insertions, 75 deletions
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
index 5fa2c5b977..0cde653d25 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -17,60 +17,61 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
const char* swizzle = alpha ? "a" : "rgb";
const char* swizzle_components = (alpha) ? "" : "3";
- int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
- int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
+ const u32 attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
+ const u32 diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
switch (attnfunc)
{
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
- object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
- object.Write("attn = 1.0;\n");
- object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
+ object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
+ object.WriteFmt("attn = 1.0;\n");
+ object.WriteFmt("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
break;
case LIGHTATTN_SPEC:
- object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
- object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
- ".xyz)) : 0.0;\n",
- LIGHT_DIR_PARAMS(index));
- object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
- object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
- (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
- object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
- "float3(1.0, attn, attn*attn));\n");
+ object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
+ object.WriteFmt("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
+ ".xyz)) : 0.0;\n",
+ LIGHT_DIR_PARAMS(index));
+ object.WriteFmt("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
+ object.WriteFmt("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
+ (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
+ object.WriteFmt("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
+ "float3(1.0, attn, attn*attn));\n");
break;
case LIGHTATTN_SPOT:
- object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
- object.Write("dist2 = dot(ldir, ldir);\n"
- "dist = sqrt(dist2);\n"
- "ldir = ldir / dist;\n"
- "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
- LIGHT_DIR_PARAMS(index));
+ object.WriteFmt("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
+ object.WriteFmt("dist2 = dot(ldir, ldir);\n"
+ "dist = sqrt(dist2);\n"
+ "ldir = ldir / dist;\n"
+ "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
+ LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
- object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
- ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
- LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
- LIGHT_DISTATT_PARAMS(index));
+ object.WriteFmt("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
+ ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
+ LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
+ LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
break;
}
switch (diffusefunc)
{
case LIGHTDIF_NONE:
- object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
- swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
+ object.WriteFmt("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
+ swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
- object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
- swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
- swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
+ object.WriteFmt("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL
+ ")));\n",
+ swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
+ swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default:
ASSERT(0);
}
- object.Write("\n");
+ object.WriteFmt("\n");
}
// vertex shader
@@ -79,127 +80,143 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
- const char* inColorName, const char* dest)
+ std::string_view in_color_name, std::string_view dest)
{
- for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
+ for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
- object.Write("{\n");
+ object.WriteFmt("{{\n");
- bool colormatsource = !!(uid_data.matsource & (1 << j));
+ const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
{
- if (components & (VB_HAS_COL0 << j))
- object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
+ if ((components & (VB_HAS_COL0 << j)) != 0)
+ object.WriteFmt("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
+ else if ((components & VB_HAS_COL0) != 0)
+ object.WriteFmt("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
else
- object.Write("int4 mat = int4(255, 255, 255, 255);\n");
+ object.WriteFmt("int4 mat = int4(255, 255, 255, 255);\n");
}
else // from color
{
- object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
+ object.WriteFmt("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
}
- if (uid_data.enablelighting & (1 << j))
+ if ((uid_data.enablelighting & (1 << j)) != 0)
{
- if (uid_data.ambsource & (1 << j)) // from vertex
+ if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
{
- if (components & (VB_HAS_COL0 << j))
- object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
+ if ((components & (VB_HAS_COL0 << j)) != 0)
+ {
+ object.WriteFmt("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
+ }
+ else if ((components & VB_HAS_COL0) != 0)
+ {
+ object.WriteFmt("lacc = int4(round({}0 * 255.0));\n", in_color_name);
+ }
else
+ {
// TODO: this isn't verified. Here we want to read the ambient from the vertex,
// but the vertex itself has no color. So we don't know which value to read.
// Returning 1.0 is the same as disabled lightning, so this could be fine
- object.Write("lacc = int4(255, 255, 255, 255);\n");
+ object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
+ }
}
else // from color
{
- object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
+ object.WriteFmt("lacc = {}[{}];\n", I_MATERIALS, j);
}
}
else
{
- object.Write("lacc = int4(255, 255, 255, 255);\n");
+ object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
}
// check if alpha is different
- bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
+ const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
{
- if (components & (VB_HAS_COL0 << j))
- object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
+ if ((components & (VB_HAS_COL0 << j)) != 0)
+ object.WriteFmt("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
+ else if ((components & VB_HAS_COL0) != 0)
+ object.WriteFmt("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
else
- object.Write("mat.w = 255;\n");
+ object.WriteFmt("mat.w = 255;\n");
}
else // from color
{
- object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
+ object.WriteFmt("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
}
}
- if (uid_data.enablelighting & (1 << (j + 2)))
+ if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
{
- if (uid_data.ambsource & (1 << (j + 2))) // from vertex
+ if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
{
- if (components & (VB_HAS_COL0 << j))
- object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
+ if ((components & (VB_HAS_COL0 << j)) != 0)
+ {
+ object.WriteFmt("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
+ }
+ else if ((components & VB_HAS_COL0) != 0)
+ {
+ object.WriteFmt("lacc.w = int(round({}0.w * 255.0));\n", in_color_name);
+ }
else
+ {
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
- object.Write("lacc.w = 255;\n");
+ object.WriteFmt("lacc.w = 255;\n");
+ }
}
else // from color
{
- object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
+ object.WriteFmt("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
}
}
else
{
- object.Write("lacc.w = 255;\n");
+ object.WriteFmt("lacc.w = 255;\n");
}
- if (uid_data.enablelighting & (1 << j)) // Color lights
+ if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
- if (uid_data.light_mask & (1 << (i + 8 * j)))
+ {
+ if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
GenerateLightShader(object, uid_data, i, j, false);
+ }
}
- if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
+ if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
- if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
+ {
+ if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
GenerateLightShader(object, uid_data, i, j + 2, true);
+ }
}
- object.Write("lacc = clamp(lacc, 0, 255);\n");
- object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
- object.Write("}\n");
+ object.WriteFmt("lacc = clamp(lacc, 0, 255);\n");
+ object.WriteFmt("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
+ object.WriteFmt("}}\n");
}
}
void GetLightingShaderUid(LightingUidData& uid_data)
{
- for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
+ for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
uid_data.matsource |= xfmem.color[j].matsource << j;
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
- if (uid_data.enablelighting & (1 << j)) // Color lights
+ if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
uid_data.ambsource |= xfmem.color[j].ambsource << j;
uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
}
- if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
+ if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));