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authorLioncash <mathew1800@gmail.com>2020-10-26 16:28:57 -0400
committerLioncash <mathew1800@gmail.com>2020-10-27 13:25:11 -0400
commitdc72edf0e2aaa3dd1e6c538f1007a22bb1a88826 (patch)
tree950d2a012bc9fc1e9316a9c54d62f1b5b6341899 /Source/Core/VideoCommon/UberShaderPixel.cpp
parentd2a2ec870df4c4bf2d958bc07af47fa352bd6885 (diff)
UberShaderPixel: Migrate over to fmt
Completes the migration over to using the fmt-formatting WriteFmt function. The next PR will rename all usages of WriteFmt, while simultaneously getting rid of the old printf code.
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderPixel.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderPixel.cpp1763
1 files changed, 879 insertions, 884 deletions
diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp
index 26c8db3330..1cfc164223 100644
--- a/Source/Core/VideoCommon/UberShaderPixel.cpp
+++ b/Source/Core/VideoCommon/UberShaderPixel.cpp
@@ -62,8 +62,8 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
const u32 numTexgen = uid_data->num_texgens;
ShaderCode out;
- out.Write("// Pixel UberShader for %u texgens%s%s\n", numTexgen,
- early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
+ out.WriteFmt("// Pixel UberShader for {} texgens{}{}\n", numTexgen,
+ early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
WritePixelShaderCommonHeader(out, ApiType, numTexgen, host_config, bounding_box);
WriteUberShaderCommonHeader(out, ApiType, host_config);
if (per_pixel_lighting)
@@ -76,13 +76,13 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
- out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
+ out.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
+ "FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
}
else
{
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
+ out.WriteFmt("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
+ "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
}
else if (use_shader_blend)
@@ -93,54 +93,56 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
// shader
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
+ out.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
else
{
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
+ out.WriteFmt("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
}
else
{
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
+ out.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (per_pixel_depth)
- out.Write("#define depth gl_FragDepth\n");
+ out.WriteFmt("#define depth gl_FragDepth\n");
if (host_config.backend_geometry_shaders)
{
- out.Write("VARYING_LOCATION(0) in VertexData {\n");
+ out.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
- out.Write(" flat int layer;\n");
+ out.WriteFmt(" flat int layer;\n");
- out.Write("};\n\n");
+ out.WriteFmt("}};\n\n");
}
else
{
// Let's set up attributes
u32 counter = 0;
- out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- for (unsigned int i = 0; i < numTexgen; ++i)
+ out.WriteFmt("VARYING_LOCATION({}) {} in float4 colors_0;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ out.WriteFmt("VARYING_LOCATION({}) {} in float4 colors_1;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ for (u32 i = 0; i < numTexgen; ++i)
{
- out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa), i);
+ out.WriteFmt("VARYING_LOCATION({}) {} in float3 tex{};\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
- out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
+ {
+ out.WriteFmt("VARYING_LOCATION({}) {} in float4 clipPos;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ }
if (per_pixel_lighting)
{
- out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
+ out.WriteFmt("VARYING_LOCATION({}) {} in float3 Normal;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ out.WriteFmt("VARYING_LOCATION({}) {} in float3 WorldPos;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
}
}
}
@@ -150,71 +152,71 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
{
if (ApiType != APIType::D3D)
{
- out.Write("float3 selectTexCoord(uint index) {\n");
+ out.WriteFmt("float3 selectTexCoord(uint index) {{\n");
}
else
{
- out.Write("float3 selectTexCoord(uint index");
+ out.WriteFmt("float3 selectTexCoord(uint index");
for (u32 i = 0; i < numTexgen; i++)
- out.Write(", float3 tex%u", i);
- out.Write(") {\n");
+ out.WriteFmt(", float3 tex{}", i);
+ out.WriteFmt(") {{\n");
}
if (ApiType == APIType::D3D)
{
- out.Write(" switch (index) {\n");
+ out.WriteFmt(" switch (index) {{\n");
for (u32 i = 0; i < numTexgen; i++)
{
- out.Write(" case %uu:\n"
- " return tex%u;\n",
- i, i);
+ out.WriteFmt(" case {}u:\n"
+ " return tex{};\n",
+ i, i);
}
- out.Write(" default:\n"
- " return float3(0.0, 0.0, 0.0);\n"
- " }\n");
+ out.WriteFmt(" default:\n"
+ " return float3(0.0, 0.0, 0.0);\n"
+ " }}\n");
}
else
{
if (numTexgen > 4)
- out.Write(" if (index < 4u) {\n");
+ out.WriteFmt(" if (index < 4u) {{\n");
if (numTexgen > 2)
- out.Write(" if (index < 2u) {\n");
+ out.WriteFmt(" if (index < 2u) {{\n");
if (numTexgen > 1)
- out.Write(" return (index == 0u) ? tex0 : tex1;\n");
+ out.WriteFmt(" return (index == 0u) ? tex0 : tex1;\n");
else
- out.Write(" return (index == 0u) ? tex0 : float3(0.0, 0.0, 0.0);\n");
+ out.WriteFmt(" return (index == 0u) ? tex0 : float3(0.0, 0.0, 0.0);\n");
if (numTexgen > 2)
{
- out.Write(" } else {\n"); // >= 2
+ out.WriteFmt(" }} else {{\n"); // >= 2
if (numTexgen > 3)
- out.Write(" return (index == 2u) ? tex2 : tex3;\n");
+ out.WriteFmt(" return (index == 2u) ? tex2 : tex3;\n");
else
- out.Write(" return (index == 2u) ? tex2 : float3(0.0, 0.0, 0.0);\n");
- out.Write(" }\n");
+ out.WriteFmt(" return (index == 2u) ? tex2 : float3(0.0, 0.0, 0.0);\n");
+ out.WriteFmt(" }}\n");
}
if (numTexgen > 4)
{
- out.Write(" } else {\n"); // >= 4 <= 8
+ out.WriteFmt(" }} else {{\n"); // >= 4 <= 8
if (numTexgen > 6)
- out.Write(" if (index < 6u) {\n");
+ out.WriteFmt(" if (index < 6u) {{\n");
if (numTexgen > 5)
- out.Write(" return (index == 4u) ? tex4 : tex5;\n");
+ out.WriteFmt(" return (index == 4u) ? tex4 : tex5;\n");
else
- out.Write(" return (index == 4u) ? tex4 : float3(0.0, 0.0, 0.0);\n");
+ out.WriteFmt(" return (index == 4u) ? tex4 : float3(0.0, 0.0, 0.0);\n");
if (numTexgen > 6)
{
- out.Write(" } else {\n"); // >= 6 <= 8
+ out.WriteFmt(" }} else {{\n"); // >= 6 <= 8
if (numTexgen > 7)
- out.Write(" return (index == 6u) ? tex6 : tex7;\n");
+ out.WriteFmt(" return (index == 6u) ? tex6 : tex7;\n");
else
- out.Write(" return (index == 6u) ? tex6 : float3(0.0, 0.0, 0.0);\n");
- out.Write(" }\n");
+ out.WriteFmt(" return (index == 6u) ? tex6 : float3(0.0, 0.0, 0.0);\n");
+ out.WriteFmt(" }}\n");
}
- out.Write(" }\n");
+ out.WriteFmt(" }}\n");
}
}
- out.Write("}\n\n");
+ out.WriteFmt("}}\n\n");
}
// =====================
@@ -223,136 +225,136 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (host_config.backend_dynamic_sampler_indexing)
{
- // Doesn't look like directx supports this. Oh well the code path is here just incase it
+ // Doesn't look like DirectX supports this. Oh well the code path is here just in case it
// supports this in the future.
- out.Write("int4 sampleTexture(uint sampler_num, float3 uv) {\n");
+ out.WriteFmt("int4 sampleTexture(uint sampler_num, float3 uv) {{\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
- out.Write(" return iround(texture(samp[sampler_num], uv) * 255.0);\n");
+ out.WriteFmt(" return iround(texture(samp[sampler_num], uv) * 255.0);\n");
else if (ApiType == APIType::D3D)
- out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], uv) * 255.0);\n");
- out.Write("}\n\n");
+ out.WriteFmt(" return iround(Tex[sampler_num].Sample(samp[sampler_num], uv) * 255.0);\n");
+ out.WriteFmt("}}\n\n");
}
else
{
- out.Write("int4 sampleTexture(uint sampler_num, float3 uv) {\n"
- " // This is messy, but DirectX, OpenGl 3.3 and Opengl ES 3.0 doesn't support "
- "dynamic indexing of the sampler array\n"
- " // With any luck the shader compiler will optimise this if the hardware supports "
- "dynamic indexing.\n"
- " switch(sampler_num) {\n");
+ out.WriteFmt(
+ "int4 sampleTexture(uint sampler_num, float3 uv) {{\n"
+ " // This is messy, but DirectX, OpenGL 3.3 and OpenGL ES 3.0 doesn't support "
+ "dynamic indexing of the sampler array\n"
+ " // With any luck the shader compiler will optimise this if the hardware supports "
+ "dynamic indexing.\n"
+ " switch(sampler_num) {{\n");
for (int i = 0; i < 8; i++)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
- out.Write(" case %du: return iround(texture(samp[%d], uv) * 255.0);\n", i, i);
+ out.WriteFmt(" case {}u: return iround(texture(samp[{}], uv) * 255.0);\n", i, i);
else if (ApiType == APIType::D3D)
- out.Write(" case %du: return iround(Tex[%d].Sample(samp[%d], uv) * 255.0);\n", i, i, i);
+ out.WriteFmt(" case {}u: return iround(Tex[{}].Sample(samp[{}], uv) * 255.0);\n", i, i, i);
}
- out.Write(" }\n"
- "}\n\n");
+ out.WriteFmt(" }}\n"
+ "}}\n\n");
}
// ======================
- // Arbatary Swizzling
+ // Arbitrary Swizzling
// ======================
- out.Write("int4 Swizzle(uint s, int4 color) {\n"
- " // AKA: Color Channel Swapping\n"
- "\n"
- " int4 ret;\n");
- out.Write(" ret.r = color[%s];\n",
- BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap1).c_str());
- out.Write(" ret.g = color[%s];\n",
- BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap2).c_str());
- out.Write(" ret.b = color[%s];\n",
- BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap1).c_str());
- out.Write(" ret.a = color[%s];\n",
- BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap2).c_str());
- out.Write(" return ret;\n"
- "}\n\n");
+ out.WriteFmt("int4 Swizzle(uint s, int4 color) {{\n"
+ " // AKA: Color Channel Swapping\n"
+ "\n"
+ " int4 ret;\n");
+ out.WriteFmt(" ret.r = color[{}];\n", BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap1));
+ out.WriteFmt(" ret.g = color[{}];\n", BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap2));
+ out.WriteFmt(" ret.b = color[{}];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap1));
+ out.WriteFmt(" ret.a = color[{}];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap2));
+ out.WriteFmt(" return ret;\n"
+ "}}\n\n");
// ======================
- // Indirect Wrappping
+ // Indirect Wrapping
// ======================
- out.Write("int Wrap(int coord, uint mode) {\n"
- " if (mode == 0u) // ITW_OFF\n"
- " return coord;\n"
- " else if (mode < 6u) // ITW_256 to ITW_16\n"
- " return coord & (0xfffe >> mode);\n"
- " else // ITW_0\n"
- " return 0;\n"
- "}\n\n");
+ out.WriteFmt("int Wrap(int coord, uint mode) {{\n"
+ " if (mode == 0u) // ITW_OFF\n"
+ " return coord;\n"
+ " else if (mode < 6u) // ITW_256 to ITW_16\n"
+ " return coord & (0xfffe >> mode);\n"
+ " else // ITW_0\n"
+ " return 0;\n"
+ "}}\n\n");
// ======================
// Indirect Lookup
// ======================
- auto LookupIndirectTexture = [&out, stereo](const char* out_var_name, const char* in_index_name) {
- out.Write("{\n"
- " uint iref = bpmem_iref(%s);\n"
- " if ( iref != 0u)\n"
- " {\n"
- " uint texcoord = bitfieldExtract(iref, 0, 3);\n"
- " uint texmap = bitfieldExtract(iref, 8, 3);\n"
- " float3 uv = getTexCoord(texcoord);\n"
- " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
- "[texcoord].zw);\n"
- "\n"
- " if ((%s & 1u) == 0u)\n"
- " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].xy;\n"
- " else\n"
- " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].zw;\n"
- "\n"
- " %s = sampleTexture(texmap, float3(float2(fixedPoint_uv) * " I_TEXDIMS
- "[texmap].xy, %s)).abg;\n",
- in_index_name, in_index_name, in_index_name, in_index_name, out_var_name,
- stereo ? "float(layer)" : "0.0");
- out.Write(" }\n"
- " else\n"
- " {\n"
- " %s = int3(0, 0, 0);\n"
- " }\n"
- "}\n",
- out_var_name);
+ const auto LookupIndirectTexture = [&out, stereo](std::string_view out_var_name,
+ std::string_view in_index_name) {
+ out.WriteFmt("{{\n"
+ " uint iref = bpmem_iref({});\n"
+ " if ( iref != 0u)\n"
+ " {{\n"
+ " uint texcoord = bitfieldExtract(iref, 0, 3);\n"
+ " uint texmap = bitfieldExtract(iref, 8, 3);\n"
+ " float3 uv = getTexCoord(texcoord);\n"
+ " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
+ "[texcoord].zw);\n"
+ "\n"
+ " if (({} & 1u) == 0u)\n"
+ " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].xy;\n"
+ " else\n"
+ " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[{} >> 1].zw;\n"
+ "\n"
+ " {} = sampleTexture(texmap, float3(float2(fixedPoint_uv) * " I_TEXDIMS
+ "[texmap].xy, {})).abg;\n",
+ in_index_name, in_index_name, in_index_name, in_index_name, out_var_name,
+ stereo ? "float(layer)" : "0.0");
+ out.WriteFmt(" }}\n"
+ " else\n"
+ " {{\n"
+ " {} = int3(0, 0, 0);\n"
+ " }}\n"
+ "}}\n",
+ out_var_name);
};
// ======================
// TEV's Special Lerp
// ======================
- auto WriteTevLerp = [&out](const char* components) {
- out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
- "int%s tevLerp%s(int%s A, int%s B, int%s C, int%s D, uint bias, bool op, bool alpha, "
- "uint shift) {\n"
- " // Scale C from 0..255 to 0..256\n"
- " C += C >> 7;\n"
- "\n"
- " // Add bias to D\n"
- " if (bias == 1u) D += 128;\n"
- " else if (bias == 2u) D -= 128;\n"
- "\n"
- " int%s lerp = (A << 8) + (B - A)*C;\n"
- " if (shift != 3u) {\n"
- " lerp = lerp << shift;\n"
- " D = D << shift;\n"
- " }\n"
- "\n"
- " if ((shift == 3u) == alpha)\n"
- " lerp = lerp + (op ? 127 : 128);\n"
- "\n"
- " int%s result = lerp >> 8;\n"
- "\n"
- " // Add/Subtract D\n"
- " if(op) // Subtract\n"
- " result = D - result;\n"
- " else // Add\n"
- " result = D + result;\n"
- "\n"
- " // Most of the Shift was moved inside the lerp for improved percision\n"
- " // But we still do the divide by 2 here\n"
- " if (shift == 3u)\n"
- " result = result >> 1;\n"
- " return result;\n"
- "}\n\n",
- components, components, components, components, components, components, components,
- components);
+ const auto WriteTevLerp = [&out](std::string_view components) {
+ out.WriteFmt(
+ "// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
+ "int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, bool alpha, "
+ "uint shift) {{\n"
+ " // Scale C from 0..255 to 0..256\n"
+ " C += C >> 7;\n"
+ "\n"
+ " // Add bias to D\n"
+ " if (bias == 1u) D += 128;\n"
+ " else if (bias == 2u) D -= 128;\n"
+ "\n"
+ " int{0} lerp = (A << 8) + (B - A)*C;\n"
+ " if (shift != 3u) {{\n"
+ " lerp = lerp << shift;\n"
+ " D = D << shift;\n"
+ " }}\n"
+ "\n"
+ " if ((shift == 3u) == alpha)\n"
+ " lerp = lerp + (op ? 127 : 128);\n"
+ "\n"
+ " int{0} result = lerp >> 8;\n"
+ "\n"
+ " // Add/Subtract D\n"
+ " if (op) // Subtract\n"
+ " result = D - result;\n"
+ " else // Add\n"
+ " result = D + result;\n"
+ "\n"
+ " // Most of the Shift was moved inside the lerp for improved precision\n"
+ " // But we still do the divide by 2 here\n"
+ " if (shift == 3u)\n"
+ " result = result >> 1;\n"
+ " return result;\n"
+ "}}\n\n",
+ components);
};
WriteTevLerp(""); // int
WriteTevLerp("3"); // int3
@@ -361,11 +363,11 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
// TEV's Color Compare
// =======================
- out.Write(
- "// Implements operations 0-5 of tev's compare mode,\n"
+ out.WriteFmt(
+ "// Implements operations 0-5 of TEV's compare mode,\n"
"// which are common to both color and alpha channels\n"
- "bool tevCompare(uint op, int3 color_A, int3 color_B) {\n"
- " switch (op) {\n"
+ "bool tevCompare(uint op, int3 color_A, int3 color_B) {{\n"
+ " switch (op) {{\n"
" case 0u: // TEVCMP_R8_GT\n"
" return (color_A.r > color_B.r);\n"
" case 1u: // TEVCMP_R8_EQ\n"
@@ -384,285 +386,284 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" return (color_A.r == color_B.r && color_A.g == color_B.g && color_A.b == color_B.b);\n"
" default:\n"
" return false;\n"
- " }\n"
- "}\n\n");
+ " }}\n"
+ "}}\n\n");
// =================
// Input Selects
// =================
- out.Write("struct State {\n"
- " int4 Reg[4];\n"
- " int4 TexColor;\n"
- " int AlphaBump;\n"
- "};\n"
- "struct StageState {\n"
- " uint stage;\n"
- " uint order;\n"
- " uint cc;\n"
- " uint ac;\n");
-
- out.Write("};\n"
- "\n"
- "int4 getRasColor(State s, StageState ss, float4 colors_0, float4 colors_1);\n"
- "int4 getKonstColor(State s, StageState ss);\n"
- "\n");
+ out.WriteFmt("struct State {{\n"
+ " int4 Reg[4];\n"
+ " int4 TexColor;\n"
+ " int AlphaBump;\n"
+ "}};\n"
+ "struct StageState {{\n"
+ " uint stage;\n"
+ " uint order;\n"
+ " uint cc;\n"
+ " uint ac;\n"
+ "}};\n"
+ "\n"
+ "int4 getRasColor(State s, StageState ss, float4 colors_0, float4 colors_1);\n"
+ "int4 getKonstColor(State s, StageState ss);\n"
+ "\n");
// The switch statements in these functions appear to get transformed into an if..else chain
// on NVIDIA's OpenGL/Vulkan drivers, resulting in lower performance than the D3D counterparts.
// Transforming the switch into a binary tree of ifs can increase performance by up to 20%.
if (ApiType == APIType::D3D)
{
- out.Write("// Helper function for Alpha Test\n"
- "bool alphaCompare(int a, int b, uint compare) {\n"
- " switch (compare) {\n"
- " case 0u: // NEVER\n"
- " return false;\n"
- " case 1u: // LESS\n"
- " return a < b;\n"
- " case 2u: // EQUAL\n"
- " return a == b;\n"
- " case 3u: // LEQUAL\n"
- " return a <= b;\n"
- " case 4u: // GREATER\n"
- " return a > b;\n"
- " case 5u: // NEQUAL;\n"
- " return a != b;\n"
- " case 6u: // GEQUAL\n"
- " return a >= b;\n"
- " case 7u: // ALWAYS\n"
- " return true;\n"
- " }\n"
- "}\n"
- "\n"
- "int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
- "uint index) {\n"
- " switch (index) {\n"
- " case 0u: // prev.rgb\n"
- " return s.Reg[0].rgb;\n"
- " case 1u: // prev.aaa\n"
- " return s.Reg[0].aaa;\n"
- " case 2u: // c0.rgb\n"
- " return s.Reg[1].rgb;\n"
- " case 3u: // c0.aaa\n"
- " return s.Reg[1].aaa;\n"
- " case 4u: // c1.rgb\n"
- " return s.Reg[2].rgb;\n"
- " case 5u: // c1.aaa\n"
- " return s.Reg[2].aaa;\n"
- " case 6u: // c2.rgb\n"
- " return s.Reg[3].rgb;\n"
- " case 7u: // c2.aaa\n"
- " return s.Reg[3].aaa;\n"
- " case 8u:\n"
- " return s.TexColor.rgb;\n"
- " case 9u:\n"
- " return s.TexColor.aaa;\n"
- " case 10u:\n"
- " return getRasColor(s, ss, colors_0, colors_1).rgb;\n"
- " case 11u:\n"
- " return getRasColor(s, ss, colors_0, colors_1).aaa;\n"
- " case 12u: // One\n"
- " return int3(255, 255, 255);\n"
- " case 13u: // Half\n"
- " return int3(128, 128, 128);\n"
- " case 14u:\n"
- " return getKonstColor(s, ss).rgb;\n"
- " case 15u: // Zero\n"
- " return int3(0, 0, 0);\n"
- " }\n"
- "}\n"
- "\n"
- "int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
- "uint index) {\n"
- " switch (index) {\n"
- " case 0u: // prev.a\n"
- " return s.Reg[0].a;\n"
- " case 1u: // c0.a\n"
- " return s.Reg[1].a;\n"
- " case 2u: // c1.a\n"
- " return s.Reg[2].a;\n"
- " case 3u: // c2.a\n"
- " return s.Reg[3].a;\n"
- " case 4u:\n"
- " return s.TexColor.a;\n"
- " case 5u:\n"
- " return getRasColor(s, ss, colors_0, colors_1).a;\n"
- " case 6u:\n"
- " return getKonstColor(s, ss).a;\n"
- " case 7u: // Zero\n"
- " return 0;\n"
- " }\n"
- "}\n"
- "\n"
- "int4 getTevReg(in State s, uint index) {\n"
- " switch (index) {\n"
- " case 0u: // prev\n"
- " return s.Reg[0];\n"
- " case 1u: // c0\n"
- " return s.Reg[1];\n"
- " case 2u: // c1\n"
- " return s.Reg[2];\n"
- " case 3u: // c2\n"
- " return s.Reg[3];\n"
- " default: // prev\n"
- " return s.Reg[0];\n"
- " }\n"
- "}\n"
- "\n"
- "void setRegColor(inout State s, uint index, int3 color) {\n"
- " switch (index) {\n"
- " case 0u: // prev\n"
- " s.Reg[0].rgb = color;\n"
- " break;\n"
- " case 1u: // c0\n"
- " s.Reg[1].rgb = color;\n"
- " break;\n"
- " case 2u: // c1\n"
- " s.Reg[2].rgb = color;\n"
- " break;\n"
- " case 3u: // c2\n"
- " s.Reg[3].rgb = color;\n"
- " break;\n"
- " }\n"
- "}\n"
- "\n"
- "void setRegAlpha(inout State s, uint index, int alpha) {\n"
- " switch (index) {\n"
- " case 0u: // prev\n"
- " s.Reg[0].a = alpha;\n"
- " break;\n"
- " case 1u: // c0\n"
- " s.Reg[1].a = alpha;\n"
- " break;\n"
- " case 2u: // c1\n"
- " s.Reg[2].a = alpha;\n"
- " break;\n"
- " case 3u: // c2\n"
- " s.Reg[3].a = alpha;\n"
- " break;\n"
- " }\n"
- "}\n"
- "\n");
+ out.WriteFmt("// Helper function for Alpha Test\n"
+ "bool alphaCompare(int a, int b, uint compare) {{\n"
+ " switch (compare) {{\n"
+ " case 0u: // NEVER\n"
+ " return false;\n"
+ " case 1u: // LESS\n"
+ " return a < b;\n"
+ " case 2u: // EQUAL\n"
+ " return a == b;\n"
+ " case 3u: // LEQUAL\n"
+ " return a <= b;\n"
+ " case 4u: // GREATER\n"
+ " return a > b;\n"
+ " case 5u: // NEQUAL;\n"
+ " return a != b;\n"
+ " case 6u: // GEQUAL\n"
+ " return a >= b;\n"
+ " case 7u: // ALWAYS\n"
+ " return true;\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
+ "uint index) {{\n"
+ " switch (index) {{\n"
+ " case 0u: // prev.rgb\n"
+ " return s.Reg[0].rgb;\n"
+ " case 1u: // prev.aaa\n"
+ " return s.Reg[0].aaa;\n"
+ " case 2u: // c0.rgb\n"
+ " return s.Reg[1].rgb;\n"
+ " case 3u: // c0.aaa\n"
+ " return s.Reg[1].aaa;\n"
+ " case 4u: // c1.rgb\n"
+ " return s.Reg[2].rgb;\n"
+ " case 5u: // c1.aaa\n"
+ " return s.Reg[2].aaa;\n"
+ " case 6u: // c2.rgb\n"
+ " return s.Reg[3].rgb;\n"
+ " case 7u: // c2.aaa\n"
+ " return s.Reg[3].aaa;\n"
+ " case 8u:\n"
+ " return s.TexColor.rgb;\n"
+ " case 9u:\n"
+ " return s.TexColor.aaa;\n"
+ " case 10u:\n"
+ " return getRasColor(s, ss, colors_0, colors_1).rgb;\n"
+ " case 11u:\n"
+ " return getRasColor(s, ss, colors_0, colors_1).aaa;\n"
+ " case 12u: // One\n"
+ " return int3(255, 255, 255);\n"
+ " case 13u: // Half\n"
+ " return int3(128, 128, 128);\n"
+ " case 14u:\n"
+ " return getKonstColor(s, ss).rgb;\n"
+ " case 15u: // Zero\n"
+ " return int3(0, 0, 0);\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
+ "uint index) {{\n"
+ " switch (index) {{\n"
+ " case 0u: // prev.a\n"
+ " return s.Reg[0].a;\n"
+ " case 1u: // c0.a\n"
+ " return s.Reg[1].a;\n"
+ " case 2u: // c1.a\n"
+ " return s.Reg[2].a;\n"
+ " case 3u: // c2.a\n"
+ " return s.Reg[3].a;\n"
+ " case 4u:\n"
+ " return s.TexColor.a;\n"
+ " case 5u:\n"
+ " return getRasColor(s, ss, colors_0, colors_1).a;\n"
+ " case 6u:\n"
+ " return getKonstColor(s, ss).a;\n"
+ " case 7u: // Zero\n"
+ " return 0;\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "int4 getTevReg(in State s, uint index) {{\n"
+ " switch (index) {{\n"
+ " case 0u: // prev\n"
+ " return s.Reg[0];\n"
+ " case 1u: // c0\n"
+ " return s.Reg[1];\n"
+ " case 2u: // c1\n"
+ " return s.Reg[2];\n"
+ " case 3u: // c2\n"
+ " return s.Reg[3];\n"
+ " default: // prev\n"
+ " return s.Reg[0];\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "void setRegColor(inout State s, uint index, int3 color) {{\n"
+ " switch (index) {{\n"
+ " case 0u: // prev\n"
+ " s.Reg[0].rgb = color;\n"
+ " break;\n"
+ " case 1u: // c0\n"
+ " s.Reg[1].rgb = color;\n"
+ " break;\n"
+ " case 2u: // c1\n"
+ " s.Reg[2].rgb = color;\n"
+ " break;\n"
+ " case 3u: // c2\n"
+ " s.Reg[3].rgb = color;\n"
+ " break;\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "void setRegAlpha(inout State s, uint index, int alpha) {{\n"
+ " switch (index) {{\n"
+ " case 0u: // prev\n"
+ " s.Reg[0].a = alpha;\n"
+ " break;\n"
+ " case 1u: // c0\n"
+ " s.Reg[1].a = alpha;\n"
+ " break;\n"
+ " case 2u: // c1\n"
+ " s.Reg[2].a = alpha;\n"
+ " break;\n"
+ " case 3u: // c2\n"
+ " s.Reg[3].a = alpha;\n"
+ " break;\n"
+ " }}\n"
+ "}}\n"
+ "\n");
}
else
{
- out.Write(
+ out.WriteFmt(
"// Helper function for Alpha Test\n"
- "bool alphaCompare(int a, int b, uint compare) {\n"
- " if (compare < 4u) {\n"
- " if (compare < 2u) {\n"
+ "bool alphaCompare(int a, int b, uint compare) {{\n"
+ " if (compare < 4u) {{\n"
+ " if (compare < 2u) {{\n"
" return (compare == 0u) ? (false) : (a < b);\n"
- " } else {\n"
+ " }} else {{\n"
" return (compare == 2u) ? (a == b) : (a <= b);\n"
- " }\n"
- " } else {\n"
- " if (compare < 6u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (compare < 6u) {{\n"
" return (compare == 4u) ? (a > b) : (a != b);\n"
- " } else {\n"
+ " }} else {{\n"
" return (compare == 6u) ? (a >= b) : (true);\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
- "uint index) {\n"
- " if (index < 8u) {\n"
- " if (index < 4u) {\n"
- " if (index < 2u) {\n"
+ "uint index) {{\n"
+ " if (index < 8u) {{\n"
+ " if (index < 4u) {{\n"
+ " if (index < 2u) {{\n"
" return (index == 0u) ? s.Reg[0].rgb : s.Reg[0].aaa;\n"
- " } else {\n"
+ " }} else {{\n"
" return (index == 2u) ? s.Reg[1].rgb : s.Reg[1].aaa;\n"
- " }\n"
- " } else {\n"
- " if (index < 6u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index < 6u) {{\n"
" return (index == 4u) ? s.Reg[2].rgb : s.Reg[2].aaa;\n"
- " } else {\n"
+ " }} else {{\n"
" return (index == 6u) ? s.Reg[3].rgb : s.Reg[3].aaa;\n"
- " }\n"
- " }\n"
- " } else {\n"
- " if (index < 12u) {\n"
- " if (index < 10u) {\n"
+ " }}\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index < 12u) {{\n"
+ " if (index < 10u) {{\n"
" return (index == 8u) ? s.TexColor.rgb : s.TexColor.aaa;\n"
- " } else {\n"
+ " }} else {{\n"
" int4 ras = getRasColor(s, ss, colors_0, colors_1);\n"
" return (index == 10u) ? ras.rgb : ras.aaa;\n"
- " }\n"
- " } else {\n"
- " if (index < 14u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index < 14u) {{\n"
" return (index == 12u) ? int3(255, 255, 255) : int3(128, 128, 128);\n"
- " } else {\n"
+ " }} else {{\n"
" return (index == 14u) ? getKonstColor(s, ss).rgb : int3(0, 0, 0);\n"
- " }\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
- "uint index) {\n"
- " if (index < 4u) {\n"
- " if (index < 2u) {\n"
+ "uint index) {{\n"
+ " if (index < 4u) {{\n"
+ " if (index < 2u) {{\n"
" return (index == 0u) ? s.Reg[0].a : s.Reg[1].a;\n"
- " } else {\n"
+ " }} else {{\n"
" return (index == 2u) ? s.Reg[2].a : s.Reg[3].a;\n"
- " }\n"
- " } else {\n"
- " if (index < 6u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index < 6u) {{\n"
" return (index == 4u) ? s.TexColor.a : getRasColor(s, ss, colors_0, colors_1).a;\n"
- " } else {\n"
+ " }} else {{\n"
" return (index == 6u) ? getKonstColor(s, ss).a : 0;\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n"
- "int4 getTevReg(in State s, uint index) {\n"
- " if (index < 2u) {\n"
- " if (index == 0u) {\n"
+ "int4 getTevReg(in State s, uint index) {{\n"
+ " if (index < 2u) {{\n"
+ " if (index == 0u) {{\n"
" return s.Reg[0];\n"
- " } else {\n"
+ " }} else {{\n"
" return s.Reg[1];\n"
- " }\n"
- " } else {\n"
- " if (index == 2u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index == 2u) {{\n"
" return s.Reg[2];\n"
- " } else {\n"
+ " }} else {{\n"
" return s.Reg[3];\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n"
- "void setRegColor(inout State s, uint index, int3 color) {\n"
- " if (index < 2u) {\n"
- " if (index == 0u) {\n"
+ "void setRegColor(inout State s, uint index, int3 color) {{\n"
+ " if (index < 2u) {{\n"
+ " if (index == 0u) {{\n"
" s.Reg[0].rgb = color;\n"
- " } else {\n"
+ " }} else {{\n"
" s.Reg[1].rgb = color;\n"
- " }\n"
- " } else {\n"
- " if (index == 2u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index == 2u) {{\n"
" s.Reg[2].rgb = color;\n"
- " } else {\n"
+ " }} else {{\n"
" s.Reg[3].rgb = color;\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n"
- "void setRegAlpha(inout State s, uint index, int alpha) {\n"
- " if (index < 2u) {\n"
- " if (index == 0u) {\n"
+ "void setRegAlpha(inout State s, uint index, int alpha) {{\n"
+ " if (index < 2u) {{\n"
+ " if (index == 0u) {{\n"
" s.Reg[0].a = alpha;\n"
- " } else {\n"
+ " }} else {{\n"
" s.Reg[1].a = alpha;\n"
- " }\n"
- " } else {\n"
- " if (index == 2u) {\n"
+ " }}\n"
+ " }} else {{\n"
+ " if (index == 2u) {{\n"
" s.Reg[2].a = alpha;\n"
- " } else {\n"
+ " }} else {{\n"
" s.Reg[3].a = alpha;\n"
- " }\n"
- " }\n"
- "}\n"
+ " }}\n"
+ " }}\n"
+ "}}\n"
"\n");
}
@@ -672,303 +673,302 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
{
if (ApiType != APIType::D3D)
{
- out.Write("#define getTexCoord(index) selectTexCoord((index))\n\n");
+ out.WriteFmt("#define getTexCoord(index) selectTexCoord((index))\n\n");
}
else
{
- out.Write("#define getTexCoord(index) selectTexCoord((index)");
+ out.WriteFmt("#define getTexCoord(index) selectTexCoord((index)");
for (u32 i = 0; i < numTexgen; i++)
- out.Write(", tex%u", i);
- out.Write(")\n\n");
+ out.WriteFmt(", tex{}", i);
+ out.WriteFmt(")\n\n");
}
}
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (early_depth && host_config.backend_early_z)
- out.Write("FORCE_EARLY_Z;\n");
+ out.WriteFmt("FORCE_EARLY_Z;\n");
- out.Write("void main()\n{\n");
- out.Write(" float4 rawpos = gl_FragCoord;\n");
+ out.WriteFmt("void main()\n{{\n");
+ out.WriteFmt(" float4 rawpos = gl_FragCoord;\n");
if (use_shader_blend)
{
// Store off a copy of the initial fb value for blending
- out.Write(" float4 initial_ocol0 = FB_FETCH_VALUE;\n");
- out.Write(" float4 ocol0;\n");
- out.Write(" float4 ocol1;\n");
+ out.WriteFmt(" float4 initial_ocol0 = FB_FETCH_VALUE;\n"
+ " float4 ocol0;\n"
+ " float4 ocol1;\n");
}
}
else // D3D
{
if (early_depth && host_config.backend_early_z)
- out.Write("[earlydepthstencil]\n");
+ out.WriteFmt("[earlydepthstencil]\n");
- out.Write("void main(\n");
+ out.WriteFmt("void main(\n");
if (uid_data->uint_output)
{
- out.Write(" out uint4 ocol0 : SV_Target,\n");
+ out.WriteFmt(" out uint4 ocol0 : SV_Target,\n");
}
else
{
- out.Write(" out float4 ocol0 : SV_Target0,\n"
- " out float4 ocol1 : SV_Target1,\n");
+ out.WriteFmt(" out float4 ocol0 : SV_Target0,\n"
+ " out float4 ocol1 : SV_Target1,\n");
}
if (per_pixel_depth)
- out.Write(" out float depth : SV_Depth,\n");
- out.Write(" in float4 rawpos : SV_Position,\n");
- out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
- out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
+ out.WriteFmt(" out float depth : SV_Depth,\n");
+ out.WriteFmt(" in float4 rawpos : SV_Position,\n");
+ out.WriteFmt(" in {} float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
+ out.WriteFmt(" in {} float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
for (u32 i = 0; i < numTexgen; ++i)
- out.Write(",\n in %s float3 tex%u : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa), i,
- i);
+ {
+ out.WriteFmt(",\n in {} float3 tex{} : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), i,
+ i);
+ }
if (!host_config.fast_depth_calc)
{
- out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
- numTexgen);
+ out.WriteFmt("\n,\n in {} float4 clipPos : TEXCOORD{}",
+ GetInterpolationQualifier(msaa, ssaa), numTexgen);
}
if (per_pixel_lighting)
{
- out.Write(",\n in %s float3 Normal : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
- numTexgen + 1);
- out.Write(",\n in %s float3 WorldPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
- numTexgen + 2);
+ out.WriteFmt(",\n in {} float3 Normal : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen + 1);
+ out.WriteFmt(",\n in {} float3 WorldPos : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen + 2);
}
- out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
- out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
+ out.WriteFmt(",\n in float clipDist0 : SV_ClipDistance0\n"
+ ",\n in float clipDist1 : SV_ClipDistance1\n");
if (stereo)
- out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
- out.Write("\n ) {\n");
+ out.WriteFmt(",\n in uint layer : SV_RenderTargetArrayIndex\n");
+ out.WriteFmt("\n ) {{\n");
}
- out.Write(" int3 tevcoord = int3(0, 0, 0);\n"
- " State s;\n"
- " s.TexColor = int4(0, 0, 0, 0);\n"
- " s.AlphaBump = 0;\n"
- "\n");
+ out.WriteFmt(" int3 tevcoord = int3(0, 0, 0);\n"
+ " State s;\n"
+ " s.TexColor = int4(0, 0, 0, 0);\n"
+ " s.AlphaBump = 0;\n"
+ "\n");
for (int i = 0; i < 4; i++)
- out.Write(" s.Reg[%d] = " I_COLORS "[%d];\n", i, i);
+ out.WriteFmt(" s.Reg[{}] = " I_COLORS "[{}];\n", i, i);
const char* color_input_prefix = "";
if (per_pixel_lighting)
{
- out.Write(" float4 lit_colors_0 = colors_0;\n");
- out.Write(" float4 lit_colors_1 = colors_1;\n");
- out.Write(" float3 lit_normal = normalize(Normal.xyz);\n");
- out.Write(" float3 lit_pos = WorldPos.xyz;\n");
+ out.WriteFmt(" float4 lit_colors_0 = colors_0;\n"
+ " float4 lit_colors_1 = colors_1;\n"
+ " float3 lit_normal = normalize(Normal.xyz);\n"
+ " float3 lit_pos = WorldPos.xyz;\n");
WriteVertexLighting(out, ApiType, "lit_pos", "lit_normal", "colors_0", "colors_1",
"lit_colors_0", "lit_colors_1");
color_input_prefix = "lit_";
}
- out.Write(" uint num_stages = %s;\n\n",
- BitfieldExtract("bpmem_genmode", bpmem.genMode.numtevstages).c_str());
+ out.WriteFmt(" uint num_stages = {};\n\n",
+ BitfieldExtract("bpmem_genmode", bpmem.genMode.numtevstages));
- out.Write(" // Main tev loop\n");
+ out.WriteFmt(" // Main tev loop\n");
if (ApiType == APIType::D3D)
{
// Tell DirectX we don't want this loop unrolled (it crashes if it tries to)
- out.Write(" [loop]\n");
+ out.WriteFmt(" [loop]\n");
}
- out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
- " {\n"
- " StageState ss;\n"
- " ss.stage = stage;\n"
- " ss.cc = bpmem_combiners(stage).x;\n"
- " ss.ac = bpmem_combiners(stage).y;\n"
- " ss.order = bpmem_tevorder(stage>>1);\n"
- " if ((stage & 1u) == 1u)\n"
- " ss.order = ss.order >> %d;\n\n",
- int(TwoTevStageOrders().enable1.StartBit() - TwoTevStageOrders().enable0.StartBit()));
+ out.WriteFmt(
+ " for(uint stage = 0u; stage <= num_stages; stage++)\n"
+ " {{\n"
+ " StageState ss;\n"
+ " ss.stage = stage;\n"
+ " ss.cc = bpmem_combiners(stage).x;\n"
+ " ss.ac = bpmem_combiners(stage).y;\n"
+ " ss.order = bpmem_tevorder(stage>>1);\n"
+ " if ((stage & 1u) == 1u)\n"
+ " ss.order = ss.order >> {};\n\n",
+ int(TwoTevStageOrders().enable1.StartBit() - TwoTevStageOrders().enable0.StartBit()));
// Disable texturing when there are no texgens (for now)
if (numTexgen != 0)
{
- out.Write(" uint tex_coord = %s;\n",
- BitfieldExtract("ss.order", TwoTevStageOrders().texcoord0).c_str());
- out.Write(" float3 uv = getTexCoord(tex_coord);\n"
- " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
- "[tex_coord].zw);\n"
- "\n"
- " bool texture_enabled = (ss.order & %du) != 0u;\n",
- 1 << TwoTevStageOrders().enable0.StartBit());
- out.Write("\n"
- " // Indirect textures\n"
- " uint tevind = bpmem_tevind(stage);\n"
- " if (tevind != 0u)\n"
- " {\n"
- " uint bs = %s;\n",
- BitfieldExtract("tevind", TevStageIndirect().bs).c_str());
- out.Write(" uint fmt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().fmt).c_str());
- out.Write(" uint bias = %s;\n",
- BitfieldExtract("tevind", TevStageIndirect().bias).c_str());
- out.Write(" uint bt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().bt).c_str());
- out.Write(" uint mid = %s;\n", BitfieldExtract("tevind", TevStageIndirect().mid).c_str());
- out.Write("\n");
- out.Write(" int3 indcoord;\n");
+ out.WriteFmt(" uint tex_coord = {};\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().texcoord0));
+ out.WriteFmt(" float3 uv = getTexCoord(tex_coord);\n"
+ " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
+ "[tex_coord].zw);\n"
+ "\n"
+ " bool texture_enabled = (ss.order & {}u) != 0u;\n",
+ 1 << TwoTevStageOrders().enable0.StartBit());
+ out.WriteFmt("\n"
+ " // Indirect textures\n"
+ " uint tevind = bpmem_tevind(stage);\n"
+ " if (tevind != 0u)\n"
+ " {{\n"
+ " uint bs = {};\n",
+ BitfieldExtract("tevind", TevStageIndirect().bs));
+ out.WriteFmt(" uint fmt = {};\n", BitfieldExtract("tevind", TevStageIndirect().fmt));
+ out.WriteFmt(" uint bias = {};\n", BitfieldExtract("tevind", TevStageIndirect().bias));
+ out.WriteFmt(" uint bt = {};\n", BitfieldExtract("tevind", TevStageIndirect().bt));
+ out.WriteFmt(" uint mid = {};\n", BitfieldExtract("tevind", TevStageIndirect().mid));
+ out.WriteFmt("\n");
+ out.WriteFmt(" int3 indcoord;\n");
LookupIndirectTexture("indcoord", "bt");
- out.Write(" if (bs != 0u)\n"
- " s.AlphaBump = indcoord[bs - 1u];\n"
- " switch(fmt)\n"
- " {\n"
- " case %iu:\n",
- ITF_8);
- out.Write(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n"
- " indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n"
- " indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n"
- " s.AlphaBump = s.AlphaBump & 0xf8;\n"
- " break;\n"
- " case %iu:\n",
- ITF_5);
- out.Write(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n"
- " indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n"
- " indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n"
- " s.AlphaBump = s.AlphaBump & 0xe0;\n"
- " break;\n"
- " case %iu:\n",
- ITF_4);
- out.Write(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n"
- " indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n"
- " indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n"
- " s.AlphaBump = s.AlphaBump & 0xf0;\n"
- " break;\n"
- " case %iu:\n",
- ITF_3);
- out.Write(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n"
- " indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n"
- " indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n"
- " s.AlphaBump = s.AlphaBump & 0xf8;\n"
- " break;\n"
- " }\n"
- "\n"
- " // Matrix multiply\n"
- " int2 indtevtrans = int2(0, 0);\n"
- " if ((mid & 3u) != 0u)\n"
- " {\n"
- " uint mtxidx = 2u * ((mid & 3u) - 1u);\n"
- " int shift = " I_INDTEXMTX "[mtxidx].w;\n"
- "\n"
- " switch (mid >> 2)\n"
- " {\n"
- " case 0u: // 3x2 S0.10 matrix\n"
- " indtevtrans = int2(idot(" I_INDTEXMTX
- "[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX "[mtxidx + 1u].xyz, indcoord)) >> 3;\n"
- " break;\n"
- " case 1u: // S matrix, S17.7 format\n"
- " indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n"
- " break;\n"
- " case 2u: // T matrix, S17.7 format\n"
- " indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n"
- " break;\n"
- " }\n"
- "\n"
- " if (shift >= 0)\n"
- " indtevtrans = indtevtrans >> shift;\n"
- " else\n"
- " indtevtrans = indtevtrans << ((-shift) & 31);\n"
- " }\n"
- "\n"
- " // Wrapping\n"
- " uint sw = %s;\n",
- BitfieldExtract("tevind", TevStageIndirect().sw).c_str());
- out.Write(" uint tw = %s; \n", BitfieldExtract("tevind", TevStageIndirect().tw).c_str());
- out.Write(
+ out.WriteFmt(" if (bs != 0u)\n"
+ " s.AlphaBump = indcoord[bs - 1u];\n"
+ " switch(fmt)\n"
+ " {{\n"
+ " case {}u:\n",
+ ITF_8);
+ out.WriteFmt(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n"
+ " indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n"
+ " indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf8;\n"
+ " break;\n"
+ " case {}u:\n",
+ ITF_5);
+ out.WriteFmt(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xe0;\n"
+ " break;\n"
+ " case {}u:\n",
+ ITF_4);
+ out.WriteFmt(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf0;\n"
+ " break;\n"
+ " case {}u:\n",
+ ITF_3);
+ out.WriteFmt(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf8;\n"
+ " break;\n"
+ " }}\n"
+ "\n"
+ " // Matrix multiply\n"
+ " int2 indtevtrans = int2(0, 0);\n"
+ " if ((mid & 3u) != 0u)\n"
+ " {{\n"
+ " uint mtxidx = 2u * ((mid & 3u) - 1u);\n"
+ " int shift = " I_INDTEXMTX "[mtxidx].w;\n"
+ "\n"
+ " switch (mid >> 2)\n"
+ " {{\n"
+ " case 0u: // 3x2 S0.10 matrix\n"
+ " indtevtrans = int2(idot(" I_INDTEXMTX
+ "[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX
+ "[mtxidx + 1u].xyz, indcoord)) >> 3;\n"
+ " break;\n"
+ " case 1u: // S matrix, S17.7 format\n"
+ " indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n"
+ " break;\n"
+ " case 2u: // T matrix, S17.7 format\n"
+ " indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n"
+ " break;\n"
+ " }}\n"
+ "\n"
+ " if (shift >= 0)\n"
+ " indtevtrans = indtevtrans >> shift;\n"
+ " else\n"
+ " indtevtrans = indtevtrans << ((-shift) & 31);\n"
+ " }}\n"
+ "\n"
+ " // Wrapping\n"
+ " uint sw = {};\n",
+ BitfieldExtract("tevind", TevStageIndirect().sw));
+ out.WriteFmt(" uint tw = {}; \n", BitfieldExtract("tevind", TevStageIndirect().tw));
+ out.WriteFmt(
" int2 wrapped_coord = int2(Wrap(fixedPoint_uv.x, sw), Wrap(fixedPoint_uv.y, tw));\n"
"\n"
- " if ((tevind & %du) != 0u) // add previous tevcoord\n",
+ " if ((tevind & {}u) != 0u) // add previous tevcoord\n",
1 << TevStageIndirect().fb_addprev.StartBit());
- out.Write(" tevcoord.xy += wrapped_coord + indtevtrans;\n"
- " else\n"
- " tevcoord.xy = wrapped_coord + indtevtrans;\n"
- "\n"
- " // Emulate s24 overflows\n"
- " tevcoord.xy = (tevcoord.xy << 8) >> 8;\n"
- " }\n"
- " else if (texture_enabled)\n"
- " {\n"
- " tevcoord.xy = fixedPoint_uv;\n"
- " }\n"
- "\n"
- " // Sample texture for stage\n"
- " if(texture_enabled) {\n"
- " uint sampler_num = %s;\n",
- BitfieldExtract("ss.order", TwoTevStageOrders().texmap0).c_str());
- out.Write("\n"
- " float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n");
- out.Write(" int4 color = sampleTexture(sampler_num, float3(uv, %s));\n",
- stereo ? "float(layer)" : "0.0");
- out.Write(" uint swap = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.tswap).c_str());
- out.Write(" s.TexColor = Swizzle(swap, color);\n");
- out.Write(" } else {\n"
- " // Texture is disabled\n"
- " s.TexColor = int4(255, 255, 255, 255);\n"
- " }\n"
- "\n");
+ out.WriteFmt(" tevcoord.xy += wrapped_coord + indtevtrans;\n"
+ " else\n"
+ " tevcoord.xy = wrapped_coord + indtevtrans;\n"
+ "\n"
+ " // Emulate s24 overflows\n"
+ " tevcoord.xy = (tevcoord.xy << 8) >> 8;\n"
+ " }}\n"
+ " else if (texture_enabled)\n"
+ " {{\n"
+ " tevcoord.xy = fixedPoint_uv;\n"
+ " }}\n"
+ "\n"
+ " // Sample texture for stage\n"
+ " if (texture_enabled) {{\n"
+ " uint sampler_num = {};\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().texmap0));
+ out.WriteFmt("\n"
+ " float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n");
+ out.WriteFmt(" int4 color = sampleTexture(sampler_num, float3(uv, {}));\n",
+ stereo ? "float(layer)" : "0.0");
+ out.WriteFmt(" uint swap = {};\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.tswap));
+ out.WriteFmt(" s.TexColor = Swizzle(swap, color);\n");
+ out.WriteFmt(" }} else {{\n"
+ " // Texture is disabled\n"
+ " s.TexColor = int4(255, 255, 255, 255);\n"
+ " }}\n"
+ "\n");
}
- out.Write(" // This is the Meat of TEV\n"
- " {\n"
- " // Color Combiner\n");
- out.Write(" uint color_a = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.a).c_str());
- out.Write(" uint color_b = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.b).c_str());
- out.Write(" uint color_c = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.c).c_str());
- out.Write(" uint color_d = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.d).c_str());
-
- out.Write(" uint color_bias = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.bias).c_str());
- out.Write(" bool color_op = bool(%s);\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.op).c_str());
- out.Write(" bool color_clamp = bool(%s);\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.clamp).c_str());
- out.Write(" uint color_shift = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.shift).c_str());
- out.Write(" uint color_dest = %s;\n",
- BitfieldExtract("ss.cc", TevStageCombiner().colorC.dest).c_str());
-
- out.Write(" uint color_compare_op = color_shift << 1 | uint(color_op);\n"
- "\n"
- " int3 color_A = selectColorInput(s, ss, %scolors_0, %scolors_1, color_a) & "
- "int3(255, 255, 255);\n"
- " int3 color_B = selectColorInput(s, ss, %scolors_0, %scolors_1, color_b) & "
- "int3(255, 255, 255);\n"
- " int3 color_C = selectColorInput(s, ss, %scolors_0, %scolors_1, color_c) & "
- "int3(255, 255, 255);\n"
- " int3 color_D = selectColorInput(s, ss, %scolors_0, %scolors_1, color_d); // 10 "
- "bits + sign\n"
- "\n", // TODO: do we need to sign extend?
- color_input_prefix, color_input_prefix, color_input_prefix, color_input_prefix,
- color_input_prefix, color_input_prefix, color_input_prefix, color_input_prefix);
- out.Write(
+ out.WriteFmt(" // This is the Meat of TEV\n"
+ " {{\n"
+ " // Color Combiner\n");
+ out.WriteFmt(" uint color_a = {};\n", BitfieldExtract("ss.cc", TevStageCombiner().colorC.a));
+ out.WriteFmt(" uint color_b = {};\n", BitfieldExtract("ss.cc", TevStageCombiner().colorC.b));
+ out.WriteFmt(" uint color_c = {};\n", BitfieldExtract("ss.cc", TevStageCombiner().colorC.c));
+ out.WriteFmt(" uint color_d = {};\n", BitfieldExtract("ss.cc", TevStageCombiner().colorC.d));
+
+ out.WriteFmt(" uint color_bias = {};\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.bias));
+ out.WriteFmt(" bool color_op = bool({});\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.op));
+ out.WriteFmt(" bool color_clamp = bool({});\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.clamp));
+ out.WriteFmt(" uint color_shift = {};\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.shift));
+ out.WriteFmt(" uint color_dest = {};\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.dest));
+
+ out.WriteFmt(
+ " uint color_compare_op = color_shift << 1 | uint(color_op);\n"
+ "\n"
+ " int3 color_A = selectColorInput(s, ss, {0}colors_0, {0}colors_1, color_a) & "
+ "int3(255, 255, 255);\n"
+ " int3 color_B = selectColorInput(s, ss, {0}colors_0, {0}colors_1, color_b) & "
+ "int3(255, 255, 255);\n"
+ " int3 color_C = selectColorInput(s, ss, {0}colors_0, {0}colors_1, color_c) & "
+ "int3(255, 255, 255);\n"
+ " int3 color_D = selectColorInput(s, ss, {0}colors_0, {0}colors_1, color_d); // 10 "
+ "bits + sign\n"
+ "\n", // TODO: do we need to sign extend?
+ color_input_prefix);
+ out.WriteFmt(
" int3 color;\n"
- " if(color_bias != 3u) { // Normal mode\n"
+ " if (color_bias != 3u) {{ // Normal mode\n"
" color = tevLerp3(color_A, color_B, color_C, color_D, color_bias, color_op, false, "
"color_shift);\n"
- " } else { // Compare mode\n"
+ " }} else {{ // Compare mode\n"
" // op 6 and 7 do a select per color channel\n"
- " if (color_compare_op == 6u) {\n"
+ " if (color_compare_op == 6u) {{\n"
" // TEVCMP_RGB8_GT\n"
" color.r = (color_A.r > color_B.r) ? color_C.r : 0;\n"
" color.g = (color_A.g > color_B.g) ? color_C.g : 0;\n"
" color.b = (color_A.b > color_B.b) ? color_C.b : 0;\n"
- " } else if (color_compare_op == 7u) {\n"
+ " }} else if (color_compare_op == 7u) {{\n"
" // TEVCMP_RGB8_EQ\n"
" color.r = (color_A.r == color_B.r) ? color_C.r : 0;\n"
" color.g = (color_A.g == color_B.g) ? color_C.g : 0;\n"
" color.b = (color_A.b == color_B.b) ? color_C.b : 0;\n"
- " } else {\n"
+ " }} else {{\n"
" // The remaining ops do one compare which selects all 3 channels\n"
" color = tevCompare(color_compare_op, color_A, color_B) ? color_C : int3(0, 0, "
"0);\n"
- " }\n"
+ " }}\n"
" color = color_D + color;\n"
- " }\n"
+ " }}\n"
"\n"
" // Clamp result\n"
" if (color_clamp)\n"
@@ -981,99 +981,92 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"\n");
// Alpha combiner
- out.Write(" // Alpha Combiner\n");
- out.Write(" uint alpha_a = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.a).c_str());
- out.Write(" uint alpha_b = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.b).c_str());
- out.Write(" uint alpha_c = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.c).c_str());
- out.Write(" uint alpha_d = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.d).c_str());
-
- out.Write(" uint alpha_bias = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.bias).c_str());
- out.Write(" bool alpha_op = bool(%s);\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.op).c_str());
- out.Write(" bool alpha_clamp = bool(%s);\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.clamp).c_str());
- out.Write(" uint alpha_shift = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.shift).c_str());
- out.Write(" uint alpha_dest = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.dest).c_str());
-
- out.Write(
+ out.WriteFmt(" // Alpha Combiner\n");
+ out.WriteFmt(" uint alpha_a = {};\n", BitfieldExtract("ss.ac", TevStageCombiner().alphaC.a));
+ out.WriteFmt(" uint alpha_b = {};\n", BitfieldExtract("ss.ac", TevStageCombiner().alphaC.b));
+ out.WriteFmt(" uint alpha_c = {};\n", BitfieldExtract("ss.ac", TevStageCombiner().alphaC.c));
+ out.WriteFmt(" uint alpha_d = {};\n", BitfieldExtract("ss.ac", TevStageCombiner().alphaC.d));
+
+ out.WriteFmt(" uint alpha_bias = {};\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.bias));
+ out.WriteFmt(" bool alpha_op = bool({});\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.op));
+ out.WriteFmt(" bool alpha_clamp = bool({});\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.clamp));
+ out.WriteFmt(" uint alpha_shift = {};\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.shift));
+ out.WriteFmt(" uint alpha_dest = {};\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.dest));
+
+ out.WriteFmt(
" uint alpha_compare_op = alpha_shift << 1 | uint(alpha_op);\n"
"\n"
" int alpha_A;\n"
" int alpha_B;\n"
- " if (alpha_bias != 3u || alpha_compare_op > 5u) {\n"
+ " if (alpha_bias != 3u || alpha_compare_op > 5u) {{\n"
" // Small optimisation here: alpha_A and alpha_B are unused by compare ops 0-5\n"
- " alpha_A = selectAlphaInput(s, ss, %scolors_0, %scolors_1, alpha_a) & 255;\n"
- " alpha_B = selectAlphaInput(s, ss, %scolors_0, %scolors_1, alpha_b) & 255;\n"
- " };\n"
- " int alpha_C = selectAlphaInput(s, ss, %scolors_0, %scolors_1, alpha_c) & 255;\n"
- " int alpha_D = selectAlphaInput(s, ss, %scolors_0, %scolors_1, alpha_d); // 10 bits + "
- "sign\n"
+ " alpha_A = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_a) & 255;\n"
+ " alpha_B = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_b) & 255;\n"
+ " }};\n"
+ " int alpha_C = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_c) & 255;\n"
+ " int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 bits "
+ "+ sign\n"
"\n", // TODO: do we need to sign extend?
- color_input_prefix, color_input_prefix, color_input_prefix, color_input_prefix,
- color_input_prefix, color_input_prefix, color_input_prefix, color_input_prefix);
- out.Write("\n"
- " int alpha;\n"
- " if(alpha_bias != 3u) { // Normal mode\n"
- " alpha = tevLerp(alpha_A, alpha_B, alpha_C, alpha_D, alpha_bias, alpha_op, "
- "true, alpha_shift);\n"
- " } else { // Compare mode\n"
- " if (alpha_compare_op == 6u) {\n"
- " // TEVCMP_A8_GT\n"
- " alpha = (alpha_A > alpha_B) ? alpha_C : 0;\n"
- " } else if (alpha_compare_op == 7u) {\n"
- " // TEVCMP_A8_EQ\n"
- " alpha = (alpha_A == alpha_B) ? alpha_C : 0;\n"
- " } else {\n"
- " // All remaining alpha compare ops actually compare the color channels\n"
- " alpha = tevCompare(alpha_compare_op, color_A, color_B) ? alpha_C : 0;\n"
- " }\n"
- " alpha = alpha_D + alpha;\n"
- " }\n"
- "\n"
- " // Clamp result\n"
- " if (alpha_clamp)\n"
- " alpha = clamp(alpha, 0, 255);\n"
- " else\n"
- " alpha = clamp(alpha, -1024, 1023);\n"
- "\n"
- " // Write result to the correct input register of the next stage\n"
- " setRegAlpha(s, alpha_dest, alpha);\n"
- " }\n");
-
- out.Write(" } // Main tev loop\n"
- "\n");
+ color_input_prefix);
+ out.WriteFmt("\n"
+ " int alpha;\n"
+ " if (alpha_bias != 3u) {{ // Normal mode\n"
+ " alpha = tevLerp(alpha_A, alpha_B, alpha_C, alpha_D, alpha_bias, alpha_op, "
+ "true, alpha_shift);\n"
+ " }} else {{ // Compare mode\n"
+ " if (alpha_compare_op == 6u) {{\n"
+ " // TEVCMP_A8_GT\n"
+ " alpha = (alpha_A > alpha_B) ? alpha_C : 0;\n"
+ " }} else if (alpha_compare_op == 7u) {{\n"
+ " // TEVCMP_A8_EQ\n"
+ " alpha = (alpha_A == alpha_B) ? alpha_C : 0;\n"
+ " }} else {{\n"
+ " // All remaining alpha compare ops actually compare the color channels\n"
+ " alpha = tevCompare(alpha_compare_op, color_A, color_B) ? alpha_C : 0;\n"
+ " }}\n"
+ " alpha = alpha_D + alpha;\n"
+ " }}\n"
+ "\n"
+ " // Clamp result\n"
+ " if (alpha_clamp)\n"
+ " alpha = clamp(alpha, 0, 255);\n"
+ " else\n"
+ " alpha = clamp(alpha, -1024, 1023);\n"
+ "\n"
+ " // Write result to the correct input register of the next stage\n"
+ " setRegAlpha(s, alpha_dest, alpha);\n"
+ " }}\n");
+
+ out.WriteFmt(" }} // Main TEV loop\n"
+ "\n");
// Select the output color and alpha registers from the last stage.
- out.Write(" int4 TevResult;\n");
- out.Write(
- " TevResult.xyz = getTevReg(s, %s).xyz;\n",
- BitfieldExtract("bpmem_combiners(num_stages).x", TevStageCombiner().colorC.dest).c_str());
- out.Write(
- " TevResult.w = getTevReg(s, %s).w;\n",
- BitfieldExtract("bpmem_combiners(num_stages).y", TevStageCombiner().alphaC.dest).c_str());
+ out.WriteFmt(" int4 TevResult;\n");
+ out.WriteFmt(" TevResult.xyz = getTevReg(s, {}).xyz;\n",
+ BitfieldExtract("bpmem_combiners(num_stages).x", TevStageCombiner().colorC.dest));
+ out.WriteFmt(" TevResult.w = getTevReg(s, {}).w;\n",
+ BitfieldExtract("bpmem_combiners(num_stages).y", TevStageCombiner().alphaC.dest));
- out.Write(" TevResult &= 255;\n\n");
+ out.WriteFmt(" TevResult &= 255;\n\n");
if (host_config.fast_depth_calc)
{
if (!host_config.backend_reversed_depth_range)
- out.Write(" int zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
+ out.WriteFmt(" int zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
- out.Write(" int zCoord = int(rawpos.z * 16777216.0);\n");
- out.Write(" zCoord = clamp(zCoord, 0, 0xFFFFFF);\n"
- "\n");
+ out.WriteFmt(" int zCoord = int(rawpos.z * 16777216.0);\n");
+ out.WriteFmt(" zCoord = clamp(zCoord, 0, 0xFFFFFF);\n"
+ "\n");
}
else
{
- out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
- "[1].y));\n");
+ out.WriteFmt("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
+ "[1].y));\n");
}
// ===========
@@ -1083,80 +1076,81 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (per_pixel_depth)
{
// Zfreeze forces early depth off
- out.Write(" // ZFreeze\n"
- " if ((bpmem_genmode & %du) != 0u) {\n",
- 1 << GenMode().zfreeze.StartBit());
- out.Write(" float2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
+ out.WriteFmt(" // ZFreeze\n"
+ " if ((bpmem_genmode & {}u) != 0u) {{\n",
+ 1 << GenMode().zfreeze.StartBit());
+ out.WriteFmt(" float2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
if (ApiType == APIType::OpenGL)
- out.Write(" // Opengl has reversed vertical screenspace coordiantes\n"
- " screenpos.y = 528.0 - screenpos.y;\n");
-
- out.Write(" zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
- ".y * screenpos.y);\n"
- " }\n"
- "\n");
+ {
+ out.WriteFmt(" // OpenGL has reversed vertical screenspace coordinates\n"
+ " screenpos.y = 528.0 - screenpos.y;\n");
+ }
+ out.WriteFmt(" zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
+ ".y * screenpos.y);\n"
+ " }}\n"
+ "\n");
}
// =================
// Depth Texture
// =================
- out.Write(" // Depth Texture\n"
- " int early_zCoord = zCoord;\n"
- " if (bpmem_ztex_op != 0u) {\n"
- " int ztex = int(" I_ZBIAS "[1].w); // fixed bias\n"
- "\n"
- " // Whatever texture was in our last stage, it's now our depth texture\n"
- " ztex += idot(s.TexColor.xyzw, " I_ZBIAS "[0].xyzw);\n"
- " ztex += (bpmem_ztex_op == 1u) ? zCoord : 0;\n"
- " zCoord = ztex & 0xFFFFFF;\n"
- " }\n"
- "\n");
+ out.WriteFmt(" // Depth Texture\n"
+ " int early_zCoord = zCoord;\n"
+ " if (bpmem_ztex_op != 0u) {{\n"
+ " int ztex = int(" I_ZBIAS "[1].w); // fixed bias\n"
+ "\n"
+ " // Whatever texture was in our last stage, it's now our depth texture\n"
+ " ztex += idot(s.TexColor.xyzw, " I_ZBIAS "[0].xyzw);\n"
+ " ztex += (bpmem_ztex_op == 1u) ? zCoord : 0;\n"
+ " zCoord = ztex & 0xFFFFFF;\n"
+ " }}\n"
+ "\n");
if (per_pixel_depth)
{
- out.Write(" // If early depth is enabled, write to zbuffer before depth textures\n");
- out.Write(" // If early depth isn't enabled, we write to the zbuffer here\n");
- out.Write(" int zbuffer_zCoord = bpmem_late_ztest ? zCoord : early_zCoord;\n");
+ out.WriteFmt(" // If early depth is enabled, write to zbuffer before depth textures\n"
+ " // If early depth isn't enabled, we write to the zbuffer here\n"
+ " int zbuffer_zCoord = bpmem_late_ztest ? zCoord : early_zCoord;\n");
if (!host_config.backend_reversed_depth_range)
- out.Write(" depth = 1.0 - float(zbuffer_zCoord) / 16777216.0;\n");
+ out.WriteFmt(" depth = 1.0 - float(zbuffer_zCoord) / 16777216.0;\n");
else
- out.Write(" depth = float(zbuffer_zCoord) / 16777216.0;\n");
+ out.WriteFmt(" depth = float(zbuffer_zCoord) / 16777216.0;\n");
}
- out.Write(" // Alpha Test\n"
- " if (bpmem_alphaTest != 0u) {\n"
- " bool comp0 = alphaCompare(TevResult.a, " I_ALPHA ".r, %s);\n",
- BitfieldExtract("bpmem_alphaTest", AlphaTest().comp0).c_str());
- out.Write(" bool comp1 = alphaCompare(TevResult.a, " I_ALPHA ".g, %s);\n",
- BitfieldExtract("bpmem_alphaTest", AlphaTest().comp1).c_str());
- out.Write("\n"
- " // These if statements are written weirdly to work around intel and qualcom bugs "
- "with handling booleans.\n"
- " switch (%s) {\n",
- BitfieldExtract("bpmem_alphaTest", AlphaTest().logic).c_str());
- out.Write(" case 0u: // AND\n"
- " if (comp0 && comp1) break; else discard; break;\n"
- " case 1u: // OR\n"
- " if (comp0 || comp1) break; else discard; break;\n"
- " case 2u: // XOR\n"
- " if (comp0 != comp1) break; else discard; break;\n"
- " case 3u: // XNOR\n"
- " if (comp0 == comp1) break; else discard; break;\n"
- " }\n"
- " }\n"
- "\n");
+ out.WriteFmt(" // Alpha Test\n"
+ " if (bpmem_alphaTest != 0u) {{\n"
+ " bool comp0 = alphaCompare(TevResult.a, " I_ALPHA ".r, {});\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().comp0));
+ out.WriteFmt(" bool comp1 = alphaCompare(TevResult.a, " I_ALPHA ".g, {});\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().comp1));
+ out.WriteFmt("\n"
+ " // These if statements are written weirdly to work around intel and Qualcomm "
+ "bugs with handling booleans.\n"
+ " switch ({}) {{\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().logic));
+ out.WriteFmt(" case 0u: // AND\n"
+ " if (comp0 && comp1) break; else discard; break;\n"
+ " case 1u: // OR\n"
+ " if (comp0 || comp1) break; else discard; break;\n"
+ " case 2u: // XOR\n"
+ " if (comp0 != comp1) break; else discard; break;\n"
+ " case 3u: // XNOR\n"
+ " if (comp0 == comp1) break; else discard; break;\n"
+ " }}\n"
+ " }}\n"
+ "\n");
// =========
// Dithering
// =========
- out.Write(" if (bpmem_dither) {\n"
- " // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering\n"
- " // Here the matrix is encoded into the two factor constants\n"
- " int2 dither = int2(rawpos.xy) & 1;\n"
- " TevResult.rgb = (TevResult.rgb - (TevResult.rgb >> 6)) + abs(dither.y * 3 - "
- "dither.x * 2);\n"
- " }\n\n");
+ out.WriteFmt(" if (bpmem_dither) {{\n"
+ " // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering\n"
+ " // Here the matrix is encoded into the two factor constants\n"
+ " int2 dither = int2(rawpos.xy) & 1;\n"
+ " TevResult.rgb = (TevResult.rgb - (TevResult.rgb >> 6)) + abs(dither.y * 3 - "
+ "dither.x * 2);\n"
+ " }}\n\n");
// =========
// Fog
@@ -1164,106 +1158,107 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
// FIXME: Fog is implemented the same as ShaderGen, but ShaderGen's fog is all hacks.
// Should be fixed point, and should not make guesses about Range-Based adjustments.
- out.Write(" // Fog\n"
- " uint fog_function = %s;\n",
- BitfieldExtract("bpmem_fogParam3", FogParam3().fsel).c_str());
- out.Write(" if (fog_function != 0u) {\n"
- " // TODO: This all needs to be converted from float to fixed point\n"
- " float ze;\n"
- " if (%s == 0u) {\n",
- BitfieldExtract("bpmem_fogParam3", FogParam3().proj).c_str());
- out.Write(" // perspective\n"
- " // ze = A/(B - (Zs >> B_SHF)\n"
- " ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
- ".w));\n"
- " } else {\n"
- " // orthographic\n"
- " // ze = a*Zs (here, no B_SHF)\n"
- " ze = " I_FOGF ".z * float(zCoord) / 16777216.0;\n"
- " }\n"
- "\n"
- " if (bool(%s)) {\n",
- BitfieldExtract("bpmem_fogRangeBase", FogRangeParams::RangeBase().Enabled).c_str());
- out.Write(" // x_adjust = sqrt((x-center)^2 + k^2)/k\n"
- " // ze *= x_adjust\n"
- " float offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
- " float floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
- " uint indexlower = uint(floatindex);\n"
- " uint indexupper = indexlower + 1u;\n"
- " float klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
- " float kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
- " float k = lerp(klower, kupper, frac(floatindex));\n"
- " float x_adjust = sqrt(offset * offset + k * k) / k;\n"
- " ze *= x_adjust;\n"
- " }\n"
- "\n"
- " float fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n"
- "\n"
- " if (fog_function > 3u) {\n"
- " switch (fog_function) {\n"
- " case 4u:\n"
- " fog = 1.0 - exp2(-8.0 * fog);\n"
- " break;\n"
- " case 5u:\n"
- " fog = 1.0 - exp2(-8.0 * fog * fog);\n"
- " break;\n"
- " case 6u:\n"
- " fog = exp2(-8.0 * (1.0 - fog));\n"
- " break;\n"
- " case 7u:\n"
- " fog = 1.0 - fog;\n"
- " fog = exp2(-8.0 * fog * fog);\n"
- " break;\n"
- " }\n"
- " }\n"
- "\n"
- " int ifog = iround(fog * 256.0);\n"
- " TevResult.rgb = (TevResult.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n"
- " }\n"
- "\n");
+ out.WriteFmt(" // Fog\n"
+ " uint fog_function = {};\n",
+ BitfieldExtract("bpmem_fogParam3", FogParam3().fsel));
+ out.WriteFmt(" if (fog_function != 0u) {{\n"
+ " // TODO: This all needs to be converted from float to fixed point\n"
+ " float ze;\n"
+ " if ({} == 0u) {{\n",
+ BitfieldExtract("bpmem_fogParam3", FogParam3().proj));
+ out.WriteFmt(" // perspective\n"
+ " // ze = A/(B - (Zs >> B_SHF)\n"
+ " ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
+ ".w));\n"
+ " }} else {{\n"
+ " // orthographic\n"
+ " // ze = a*Zs (here, no B_SHF)\n"
+ " ze = " I_FOGF ".z * float(zCoord) / 16777216.0;\n"
+ " }}\n"
+ "\n"
+ " if (bool({})) {{\n",
+ BitfieldExtract("bpmem_fogRangeBase", FogRangeParams::RangeBase().Enabled));
+ out.WriteFmt(" // x_adjust = sqrt((x-center)^2 + k^2)/k\n"
+ " // ze *= x_adjust\n"
+ " float offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
+ " float floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
+ " uint indexlower = uint(floatindex);\n"
+ " uint indexupper = indexlower + 1u;\n"
+ " float klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
+ " float kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
+ " float k = lerp(klower, kupper, frac(floatindex));\n"
+ " float x_adjust = sqrt(offset * offset + k * k) / k;\n"
+ " ze *= x_adjust;\n"
+ " }}\n"
+ "\n"
+ " float fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n"
+ "\n"
+ " if (fog_function > 3u) {{\n"
+ " switch (fog_function) {{\n"
+ " case 4u:\n"
+ " fog = 1.0 - exp2(-8.0 * fog);\n"
+ " break;\n"
+ " case 5u:\n"
+ " fog = 1.0 - exp2(-8.0 * fog * fog);\n"
+ " break;\n"
+ " case 6u:\n"
+ " fog = exp2(-8.0 * (1.0 - fog));\n"
+ " break;\n"
+ " case 7u:\n"
+ " fog = 1.0 - fog;\n"
+ " fog = exp2(-8.0 * fog * fog);\n"
+ " break;\n"
+ " }}\n"
+ " }}\n"
+ "\n"
+ " int ifog = iround(fog * 256.0);\n"
+ " TevResult.rgb = (TevResult.rgb * (256 - ifog) + " I_FOGCOLOR
+ ".rgb * ifog) >> 8;\n"
+ " }}\n"
+ "\n");
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (ApiType == APIType::D3D && uid_data->uint_output)
{
- out.Write(" if (bpmem_rgba6_format)\n"
- " ocol0 = uint4(TevResult & 0xFC);\n"
- " else\n"
- " ocol0 = uint4(TevResult);\n"
- "\n");
+ out.WriteFmt(" if (bpmem_rgba6_format)\n"
+ " ocol0 = uint4(TevResult & 0xFC);\n"
+ " else\n"
+ " ocol0 = uint4(TevResult);\n"
+ "\n");
}
else
{
- out.Write(" if (bpmem_rgba6_format)\n"
- " ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
- " else\n"
- " ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
- "\n"
- " if (bpmem_dstalpha != 0u)\n");
- out.Write(" ocol0.a = float(%s >> 2) / 63.0;\n",
- BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha).c_str());
- out.Write(" else\n"
- " ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
- " \n");
+ out.WriteFmt(" if (bpmem_rgba6_format)\n"
+ " ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
+ " else\n"
+ " ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
+ "\n"
+ " if (bpmem_dstalpha != 0u)\n");
+ out.WriteFmt(" ocol0.a = float({} >> 2) / 63.0;\n",
+ BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha));
+ out.WriteFmt(" else\n"
+ " ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
+ " \n");
if (use_dual_source || use_shader_blend)
{
- out.Write(" // Dest alpha override (dual source blending)\n"
- " // Colors will be blended against the alpha from ocol1 and\n"
- " // the alpha from ocol0 will be written to the framebuffer.\n"
- " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
+ out.WriteFmt(" // Dest alpha override (dual source blending)\n"
+ " // Colors will be blended against the alpha from ocol1 and\n"
+ " // the alpha from ocol0 will be written to the framebuffer.\n"
+ " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
}
}
if (bounding_box)
{
- out.Write(" if (bpmem_bounding_box) {\n"
- " UpdateBoundingBox(rawpos.xy);\n"
- " }\n");
+ out.WriteFmt(" if (bpmem_bounding_box) {{\n"
+ " UpdateBoundingBox(rawpos.xy);\n"
+ " }}\n");
}
if (use_shader_blend)
{
- static const std::array<const char*, 8> blendSrcFactor{{
+ static constexpr std::array<std::string_view, 8> blendSrcFactor{{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"initial_ocol0.rgb;", // DSTCLR
@@ -1273,7 +1268,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
}};
- static const std::array<const char*, 8> blendSrcFactorAlpha{{
+ static constexpr std::array<std::string_view, 8> blendSrcFactorAlpha{{
"0.0;", // ZERO
"1.0;", // ONE
"initial_ocol0.a;", // DSTCLR
@@ -1283,7 +1278,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"initial_ocol0.a;", // DSTALPHA
"1.0 - initial_ocol0.a;", // INVDSTALPHA
}};
- static const std::array<const char*, 8> blendDstFactor{{
+ static constexpr std::array<std::string_view, 8> blendDstFactor{{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"ocol0.rgb;", // SRCCLR
@@ -1293,7 +1288,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
}};
- static const std::array<const char*, 8> blendDstFactorAlpha{{
+ static constexpr std::array<std::string_view, 8> blendDstFactorAlpha{{
"0.0;", // ZERO
"1.0;", // ONE
"ocol0.a;", // SRCCLR
@@ -1304,37 +1299,37 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
"1.0 - initial_ocol0.a;", // INVDSTALPHA
}};
- out.Write(" if (blend_enable) {\n"
- " float4 blend_src;\n"
- " switch (blend_src_factor) {\n");
- for (unsigned i = 0; i < blendSrcFactor.size(); i++)
+ out.WriteFmt(" if (blend_enable) {{\n"
+ " float4 blend_src;\n"
+ " switch (blend_src_factor) {{\n");
+ for (size_t i = 0; i < blendSrcFactor.size(); i++)
{
- out.Write(" case %uu: blend_src.rgb = %s; break;\n", i, blendSrcFactor[i]);
+ out.WriteFmt(" case {}u: blend_src.rgb = {}; break;\n", i, blendSrcFactor[i]);
}
- out.Write(" }\n"
- " switch (blend_src_factor_alpha) {\n");
- for (unsigned i = 0; i < blendSrcFactorAlpha.size(); i++)
+ out.WriteFmt(" }}\n"
+ " switch (blend_src_factor_alpha) {{\n");
+ for (size_t i = 0; i < blendSrcFactorAlpha.size(); i++)
{
- out.Write(" case %uu: blend_src.a = %s; break;\n", i, blendSrcFactorAlpha[i]);
+ out.WriteFmt(" case {}u: blend_src.a = {}; break;\n", i, blendSrcFactorAlpha[i]);
}
- out.Write(" }\n"
- " float4 blend_dst;\n"
- " switch (blend_dst_factor) {\n");
- for (unsigned i = 0; i < blendDstFactor.size(); i++)
+ out.WriteFmt(" }}\n"
+ " float4 blend_dst;\n"
+ " switch (blend_dst_factor) {{\n");
+ for (size_t i = 0; i < blendDstFactor.size(); i++)
{
- out.Write(" case %uu: blend_dst.rgb = %s; break;\n", i, blendDstFactor[i]);
+ out.WriteFmt(" case {}u: blend_dst.rgb = {}; break;\n", i, blendDstFactor[i]);
}
- out.Write(" }\n"
- " switch (blend_dst_factor_alpha) {\n");
- for (unsigned i = 0; i < blendDstFactorAlpha.size(); i++)
+ out.WriteFmt(" }}\n"
+ " switch (blend_dst_factor_alpha) {{\n");
+ for (size_t i = 0; i < blendDstFactorAlpha.size(); i++)
{
- out.Write(" case %uu: blend_dst.a = %s; break;\n", i, blendDstFactorAlpha[i]);
+ out.WriteFmt(" case {}u: blend_dst.a = {}; break;\n", i, blendDstFactorAlpha[i]);
}
- out.Write(
- " }\n"
+ out.WriteFmt(
+ " }}\n"
" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * blend_src.rgb;\n"
@@ -1342,53 +1337,53 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
"blend_src.rgb;\n");
- out.Write(" if (blend_subtract_alpha)\n"
- " blend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"
- " else\n"
- " blend_result.a = initial_ocol0.a * blend_dst.a + ocol0.a * blend_src.a;\n");
+ out.WriteFmt(" if (blend_subtract_alpha)\n"
+ " blend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"
+ " else\n"
+ " blend_result.a = initial_ocol0.a * blend_dst.a + ocol0.a * blend_src.a;\n");
- out.Write(" real_ocol0 = blend_result;\n");
+ out.WriteFmt(" real_ocol0 = blend_result;\n");
- out.Write(" } else {\n"
- " real_ocol0 = ocol0;\n"
- " }\n");
+ out.WriteFmt(" }} else {{\n"
+ " real_ocol0 = ocol0;\n"
+ " }}\n");
}
- out.Write("}\n"
- "\n"
- "int4 getRasColor(State s, StageState ss, float4 colors_0, float4 colors_1) {\n"
- " // Select Ras for stage\n"
- " uint ras = %s;\n",
- BitfieldExtract("ss.order", TwoTevStageOrders().colorchan0).c_str());
- out.Write(" if (ras < 2u) { // Lighting Channel 0 or 1\n"
- " int4 color = iround(((ras == 0u) ? colors_0 : colors_1) * 255.0);\n"
- " uint swap = %s;\n",
- BitfieldExtract("ss.ac", TevStageCombiner().alphaC.rswap).c_str());
- out.Write(" return Swizzle(swap, color);\n");
- out.Write(" } else if (ras == 5u) { // Alpha Bumb\n"
- " return int4(s.AlphaBump, s.AlphaBump, s.AlphaBump, s.AlphaBump);\n"
- " } else if (ras == 6u) { // Normalzied Alpha Bump\n"
- " int normalized = s.AlphaBump | s.AlphaBump >> 5;\n"
- " return int4(normalized, normalized, normalized, normalized);\n"
- " } else {\n"
- " return int4(0, 0, 0, 0);\n"
- " }\n"
- "}\n"
- "\n"
- "int4 getKonstColor(State s, StageState ss) {\n"
- " // Select Konst for stage\n"
- " // TODO: a switch case might be better here than an dynamically"
- " // indexed uniform lookup\n"
- " uint tevksel = bpmem_tevksel(ss.stage>>1);\n"
- " if ((ss.stage & 1u) == 0u)\n"
- " return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
- BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel0).c_str(),
- BitfieldExtract("tevksel", bpmem.tevksel[0].kasel0).c_str());
- out.Write(" else\n"
- " return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
- BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel1).c_str(),
- BitfieldExtract("tevksel", bpmem.tevksel[0].kasel1).c_str());
- out.Write("}\n");
+ out.WriteFmt("}}\n"
+ "\n"
+ "int4 getRasColor(State s, StageState ss, float4 colors_0, float4 colors_1) {{\n"
+ " // Select Ras for stage\n"
+ " uint ras = {};\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().colorchan0));
+ out.WriteFmt(" if (ras < 2u) {{ // Lighting Channel 0 or 1\n"
+ " int4 color = iround(((ras == 0u) ? colors_0 : colors_1) * 255.0);\n"
+ " uint swap = {};\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.rswap));
+ out.WriteFmt(" return Swizzle(swap, color);\n");
+ out.WriteFmt(" }} else if (ras == 5u) {{ // Alpha Bumb\n"
+ " return int4(s.AlphaBump, s.AlphaBump, s.AlphaBump, s.AlphaBump);\n"
+ " }} else if (ras == 6u) {{ // Normalzied Alpha Bump\n"
+ " int normalized = s.AlphaBump | s.AlphaBump >> 5;\n"
+ " return int4(normalized, normalized, normalized, normalized);\n"
+ " }} else {{\n"
+ " return int4(0, 0, 0, 0);\n"
+ " }}\n"
+ "}}\n"
+ "\n"
+ "int4 getKonstColor(State s, StageState ss) {{\n"
+ " // Select Konst for stage\n"
+ " // TODO: a switch case might be better here than an dynamically"
+ " // indexed uniform lookup\n"
+ " uint tevksel = bpmem_tevksel(ss.stage>>1);\n"
+ " if ((ss.stage & 1u) == 0u)\n"
+ " return int4(konstLookup[{}].rgb, konstLookup[{}].a);\n",
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel0),
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kasel0));
+ out.WriteFmt(" else\n"
+ " return int4(konstLookup[{}].rgb, konstLookup[{}].a);\n",
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel1),
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kasel1));
+ out.WriteFmt("}}\n");
return out;
}