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authorLioncash <mathew1800@gmail.com>2020-11-09 02:23:32 -0500
committerLioncash <mathew1800@gmail.com>2020-11-09 02:31:49 -0500
commita5b28f1f07b0f310f407462ebb86eafbf4d63f20 (patch)
tree191784de45d42f3d608a2f2fabde4b0d5993deb0 /Source/Core/VideoCommon/LightingShaderGen.cpp
parenta9ef7e0e436795d1ef842aae7433c6173f623f90 (diff)
ShaderGenCommon: Rename WriteFmt() to Write()
Now that we've converted all of the shader generators over to using fmt, we can drop the old Write() member function and perform a rename operation on the WriteFmt() to turn it into the new Write() function. All changes within this are the removal of a <cstdarg> header, since the previous printf-based Write() required it, and renaming. No functional changes are made at all.
Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp101
1 files changed, 50 insertions, 51 deletions
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
index 0cde653d25..e4b8f16716 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -24,54 +24,53 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
{
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
- 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");
+ 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");
break;
case LIGHTATTN_SPEC:
- 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");
+ 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 = {}(" 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");
break;
case LIGHTATTN_SPOT:
- 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));
+ 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));
// attn*attn may overflow
- 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));
+ 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));
break;
}
switch (diffusefunc)
{
case LIGHTDIF_NONE:
- object.WriteFmt("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
- swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
+ object.Write("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.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));
+ object.Write("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.WriteFmt("\n");
+ object.Write("\n");
}
// vertex shader
@@ -84,21 +83,21 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
- object.WriteFmt("{{\n");
+ object.Write("{{\n");
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
{
if ((components & (VB_HAS_COL0 << j)) != 0)
- object.WriteFmt("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
+ object.Write("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);
+ object.Write("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
else
- object.WriteFmt("int4 mat = int4(255, 255, 255, 255);\n");
+ object.Write("int4 mat = int4(255, 255, 255, 255);\n");
}
else // from color
{
- object.WriteFmt("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
+ object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << j)) != 0)
@@ -107,28 +106,28 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
if ((components & (VB_HAS_COL0 << j)) != 0)
{
- object.WriteFmt("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
+ object.Write("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);
+ object.Write("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.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
+ object.Write("lacc = int4(255, 255, 255, 255);\n");
}
}
else // from color
{
- object.WriteFmt("lacc = {}[{}];\n", I_MATERIALS, j);
+ object.Write("lacc = {}[{}];\n", I_MATERIALS, j);
}
}
else
{
- object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
+ object.Write("lacc = int4(255, 255, 255, 255);\n");
}
// check if alpha is different
@@ -138,15 +137,15 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
if (alphamatsource) // from vertex
{
if ((components & (VB_HAS_COL0 << j)) != 0)
- object.WriteFmt("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
+ object.Write("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);
+ object.Write("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
else
- object.WriteFmt("mat.w = 255;\n");
+ object.Write("mat.w = 255;\n");
}
else // from color
{
- object.WriteFmt("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
+ object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
}
}
@@ -156,26 +155,26 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
if ((components & (VB_HAS_COL0 << j)) != 0)
{
- object.WriteFmt("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
+ object.Write("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);
+ object.Write("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.WriteFmt("lacc.w = 255;\n");
+ object.Write("lacc.w = 255;\n");
}
}
else // from color
{
- object.WriteFmt("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
+ object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
}
}
else
{
- object.WriteFmt("lacc.w = 255;\n");
+ object.Write("lacc.w = 255;\n");
}
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
@@ -194,9 +193,9 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
GenerateLightShader(object, uid_data, i, j + 2, true);
}
}
- object.WriteFmt("lacc = clamp(lacc, 0, 255);\n");
- object.WriteFmt("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
- object.WriteFmt("}}\n");
+ object.Write("lacc = clamp(lacc, 0, 255);\n");
+ object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
+ object.Write("}}\n");
}
}