diff options
| author | LC <mathew1800@gmail.com> | 2020-11-09 22:08:42 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-11-09 22:08:42 -0500 |
| commit | 0a2564a89d1fc669acf07ded151229910ba7addd (patch) | |
| tree | 3b26b51bfe5bcccb8c3bbe29da8507fda191eaa4 /Source/Core/VideoCommon/VertexShaderGen.cpp | |
| parent | 43e2f0e88f80686c2b76dcba4241a7be64e7bf55 (diff) | |
| parent | a5b28f1f07b0f310f407462ebb86eafbf4d63f20 (diff) | |
Merge pull request #9234 from lioncash/rename-fmt
ShaderGenCommon: Rename WriteFmt() to Write()
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 296 |
1 files changed, 148 insertions, 148 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 917abfed04..a26fa006f3 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -83,37 +83,37 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho const bool ssaa = host_config.ssaa; const bool vertex_rounding = host_config.vertex_rounding; - out.WriteFmt("{}", s_lighting_struct); + out.Write("{}", s_lighting_struct); // uniforms if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) - out.WriteFmt("UBO_BINDING(std140, 2) uniform VSBlock {{\n"); + out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n"); else - out.WriteFmt("cbuffer VSBlock {{\n"); + out.Write("cbuffer VSBlock {{\n"); - out.WriteFmt("{}", s_shader_uniforms); - out.WriteFmt("}};\n"); + out.Write("{}", s_shader_uniforms); + out.Write("}};\n"); - out.WriteFmt("struct VS_OUTPUT {{\n"); + out.Write("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, ""); - out.WriteFmt("}};\n"); + out.Write("}};\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB); if ((uid_data->components & VB_HAS_NRM0) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); if ((uid_data->components & VB_HAS_NRM1) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); if ((uid_data->components & VB_HAS_NRM2) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); if ((uid_data->components & VB_HAS_COL0) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); if ((uid_data->components & VB_HAS_COL1) != 0) - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); for (u32 i = 0; i < 8; ++i) { @@ -121,161 +121,161 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0) { - out.WriteFmt("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, - has_texmtx != 0 ? 3 : 2, i); + out.Write("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, + has_texmtx != 0 ? 3 : 2, i); } } if (host_config.backend_geometry_shaders) { - out.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n"); + out.Write("VARYING_LOCATION(0) out VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false)); - out.WriteFmt("}} vs;\n"); + out.Write("}} vs;\n"); } else { // Let's set up attributes u32 counter = 0; - out.WriteFmt("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++, - GetInterpolationQualifier(msaa, ssaa)); - out.WriteFmt("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++, - GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); for (u32 i = 0; i < uid_data->numTexGens; ++i) { - out.WriteFmt("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++, - GetInterpolationQualifier(msaa, ssaa), i); + out.Write("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++, + GetInterpolationQualifier(msaa, ssaa), i); } if (!host_config.fast_depth_calc) { - out.WriteFmt("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++, - GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); } if (per_pixel_lighting) { - out.WriteFmt("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++, - GetInterpolationQualifier(msaa, ssaa)); - out.WriteFmt("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++, - GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); + out.Write("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++, + GetInterpolationQualifier(msaa, ssaa)); } } - out.WriteFmt("void main()\n{{\n"); + out.Write("void main()\n{{\n"); } else // D3D { - out.WriteFmt("VS_OUTPUT main(\n"); + out.Write("VS_OUTPUT main(\n"); // inputs if ((uid_data->components & VB_HAS_NRM0) != 0) - out.WriteFmt(" float3 rawnorm0 : NORMAL0,\n"); + out.Write(" float3 rawnorm0 : NORMAL0,\n"); if ((uid_data->components & VB_HAS_NRM1) != 0) - out.WriteFmt(" float3 rawnorm1 : NORMAL1,\n"); + out.Write(" float3 rawnorm1 : NORMAL1,\n"); if ((uid_data->components & VB_HAS_NRM2) != 0) - out.WriteFmt(" float3 rawnorm2 : NORMAL2,\n"); + out.Write(" float3 rawnorm2 : NORMAL2,\n"); if ((uid_data->components & VB_HAS_COL0) != 0) - out.WriteFmt(" float4 rawcolor0 : COLOR0,\n"); + out.Write(" float4 rawcolor0 : COLOR0,\n"); if ((uid_data->components & VB_HAS_COL1) != 0) - out.WriteFmt(" float4 rawcolor1 : COLOR1,\n"); + out.Write(" float4 rawcolor1 : COLOR1,\n"); for (u32 i = 0; i < 8; ++i) { const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0) - out.WriteFmt(" float{} rawtex{} : TEXCOORD{},\n", has_texmtx ? 3 : 2, i, i); + out.Write(" float{} rawtex{} : TEXCOORD{},\n", has_texmtx ? 3 : 2, i, i); } if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) - out.WriteFmt(" uint4 posmtx : BLENDINDICES,\n"); - out.WriteFmt(" float4 rawpos : POSITION) {{\n"); + out.Write(" uint4 posmtx : BLENDINDICES,\n"); + out.Write(" float4 rawpos : POSITION) {{\n"); } - out.WriteFmt("VS_OUTPUT o;\n"); + out.Write("VS_OUTPUT o;\n"); // transforms if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) { - out.WriteFmt("int posidx = int(posmtx.r);\n" - "float4 pos = float4(dot(" I_TRANSFORMMATRICES - "[posidx], rawpos), dot(" I_TRANSFORMMATRICES - "[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n"); + out.Write("int posidx = int(posmtx.r);\n" + "float4 pos = float4(dot(" I_TRANSFORMMATRICES + "[posidx], rawpos), dot(" I_TRANSFORMMATRICES + "[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n"); if ((uid_data->components & VB_HAS_NRMALL) != 0) { - out.WriteFmt("int normidx = posidx & 31;\n" - "float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES - "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); + out.Write("int normidx = posidx & 31;\n" + "float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES + "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } if ((uid_data->components & VB_HAS_NRM0) != 0) { - out.WriteFmt("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " - "rawnorm0)));\n"); + out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " + "rawnorm0)));\n"); } if ((uid_data->components & VB_HAS_NRM1) != 0) { - out.WriteFmt( + out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); } if ((uid_data->components & VB_HAS_NRM2) != 0) { - out.WriteFmt( + out.Write( "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } } else { - out.WriteFmt("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX - "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); + out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX + "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); if ((uid_data->components & VB_HAS_NRM0) != 0) { - out.WriteFmt("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX - "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX - "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); + out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX + "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX + "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); } if ((uid_data->components & VB_HAS_NRM1) != 0) { - out.WriteFmt("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX - "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX - "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); + out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX + "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX + "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); } if ((uid_data->components & VB_HAS_NRM2) != 0) { - out.WriteFmt("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX - "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX - "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); + out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX + "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX + "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); } } if ((uid_data->components & VB_HAS_NRM0) == 0) - out.WriteFmt("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); + out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); - out.WriteFmt("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION - "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); + out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION + "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); - out.WriteFmt("int4 lacc;\n" - "float3 ldir, h, cosAttn, distAttn;\n" - "float dist, dist2, attn;\n"); + out.Write("int4 lacc;\n" + "float3 ldir, h, cosAttn, distAttn;\n" + "float dist, dist2, attn;\n"); GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "rawcolor", "o.colors_"); // transform texcoords - out.WriteFmt("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); + out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; - out.WriteFmt("{{\n"); - out.WriteFmt("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); + out.Write("{{\n"); + out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: - out.WriteFmt("coord.xyz = rawpos.xyz;\n"); + out.Write("coord.xyz = rawpos.xyz;\n"); break; case XF_SRCNORMAL_INROW: if ((uid_data->components & VB_HAS_NRM0) != 0) { - out.WriteFmt("coord.xyz = rawnorm0.xyz;\n"); + out.Write("coord.xyz = rawnorm0.xyz;\n"); } break; case XF_SRCCOLORS_INROW: @@ -285,28 +285,28 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho case XF_SRCBINORMAL_T_INROW: if ((uid_data->components & VB_HAS_NRM1) != 0) { - out.WriteFmt("coord.xyz = rawnorm1.xyz;\n"); + out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: if ((uid_data->components & VB_HAS_NRM2) != 0) { - out.WriteFmt("coord.xyz = rawnorm2.xyz;\n"); + out.Write("coord.xyz = rawnorm2.xyz;\n"); } break; default: ASSERT(texinfo.sourcerow <= XF_SRCTEX7_INROW); if ((uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) != 0) { - out.WriteFmt("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", - texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); + out.Write("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", + texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); } break; } // Input form of AB11 sets z element to 1.0 if (texinfo.inputform == XF_TEXINPUT_AB11) - out.WriteFmt("coord.z = 1.0;\n"); + out.Write("coord.z = 1.0;\n"); // first transformation switch (texinfo.texgentype) @@ -316,9 +316,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho if ((uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0) { // transform the light dir into tangent space - out.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", - LIGHT_POS_PARAMS(texinfo.embosslightshift)); - out.WriteFmt( + out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", + LIGHT_POS_PARAMS(texinfo.embosslightshift)); + out.Write( "o.tex{}.xyz = o.tex{}.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift); } @@ -327,49 +327,49 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue // Squadron 2 // ASSERT(0); // should have normals - out.WriteFmt("o.tex{}.xyz = o.tex{}.xyz;\n", i, texinfo.embosssourceshift); + out.Write("o.tex{}.xyz = o.tex{}.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: - out.WriteFmt("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); + out.Write("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); break; case XF_TEXGEN_COLOR_STRGBC1: - out.WriteFmt("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); + out.Write("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: if ((uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0) { - out.WriteFmt("int tmp = int(rawtex{}.z);\n", i); + out.Write("int tmp = int(rawtex{}.z);\n", i); if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) { - out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES - "[tmp]), dot(coord, " I_TRANSFORMMATRICES - "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", - i); + out.Write("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES + "[tmp]), dot(coord, " I_TRANSFORMMATRICES + "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", + i); } else { - out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES - "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", - i); + out.Write("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES + "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", + i); } } else { if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) { - out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES - "[{}]), dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES - "[{}]));\n", - i, 3 * i, 3 * i + 1, 3 * i + 2); + out.Write("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES + "[{}]), dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES + "[{}]));\n", + i, 3 * i, 3 * i + 1, 3 * i + 2); } else { - out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES - "[{}]), dot(coord, " I_TEXMATRICES "[{}]), 1);\n", - i, 3 * i, 3 * i + 1); + out.Write("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES + "[{}]), dot(coord, " I_TEXMATRICES "[{}]), 1);\n", + i, 3 * i, 3 * i + 1); } } break; @@ -380,16 +380,16 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho { auto& postInfo = uid_data->postMtxInfo[i]; - out.WriteFmt("float4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n" - "float4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n" - "float4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n", - postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); + out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n" + "float4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n" + "float4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n", + postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); if (postInfo.normalize) - out.WriteFmt("o.tex{}.xyz = normalize(o.tex{}.xyz);\n", i, i); + out.Write("o.tex{}.xyz = normalize(o.tex{}.xyz);\n", i, i); // multiply by postmatrix - out.WriteFmt( + out.Write( "o.tex{0}.xyz = float3(dot(P0.xyz, o.tex{0}.xyz) + P0.w, dot(P1.xyz, o.tex{0}.xyz) + " "P1.w, dot(P2.xyz, o.tex{0}.xyz) + P2.w);\n", i); @@ -401,44 +401,44 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // TODO: check if this only affects XF_TEXGEN_REGULAR if (texinfo.texgentype == XF_TEXGEN_REGULAR) { - out.WriteFmt( + out.Write( "if(o.tex{0}.z == 0.0f)\n" "\to.tex{0}.xy = clamp(o.tex{0}.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i); } - out.WriteFmt("}}\n"); + out.Write("}}\n"); } if (uid_data->numColorChans == 0) { if ((uid_data->components & VB_HAS_COL0) != 0) - out.WriteFmt("o.colors_0 = rawcolor0;\n"); + out.Write("o.colors_0 = rawcolor0;\n"); else - out.WriteFmt("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); + out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } if (uid_data->numColorChans < 2) { if ((uid_data->components & VB_HAS_COL1) != 0) - out.WriteFmt("o.colors_1 = rawcolor1;\n"); + out.Write("o.colors_1 = rawcolor1;\n"); else - out.WriteFmt("o.colors_1 = o.colors_0;\n"); + out.Write("o.colors_1 = o.colors_0;\n"); } // clipPos/w needs to be done in pixel shader, not here if (!host_config.fast_depth_calc) - out.WriteFmt("o.clipPos = o.pos;\n"); + out.Write("o.clipPos = o.pos;\n"); if (per_pixel_lighting) { - out.WriteFmt("o.Normal = _norm0;\n" - "o.WorldPos = pos.xyz;\n"); + out.Write("o.Normal = _norm0;\n" + "o.WorldPos = pos.xyz;\n"); if ((uid_data->components & VB_HAS_COL0) != 0) - out.WriteFmt("o.colors_0 = rawcolor0;\n"); + out.Write("o.colors_0 = rawcolor0;\n"); if ((uid_data->components & VB_HAS_COL1) != 0) - out.WriteFmt("o.colors_1 = rawcolor1;\n"); + out.Write("o.colors_1 = rawcolor1;\n"); } // If we can disable the incorrect depth clipping planes using depth clamping, then we can do @@ -450,14 +450,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range. // We adjust our depth value for clipping purposes to match the perspective projection in the // software backend, which is a hack to fix Sonic Adventure and Unleashed games. - out.WriteFmt("float clipDepth = o.pos.z * (1.0 - 1e-7);\n" - "float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w - "float clipDist1 = -clipDepth;\n"); // Far: z > 0 + out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n" + "float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w + "float clipDist1 = -clipDepth;\n"); // Far: z > 0 if (host_config.backend_geometry_shaders) { - out.WriteFmt("o.clipDist0 = clipDist0;\n" - "o.clipDist1 = clipDist1;\n"); + out.Write("o.clipDist0 = clipDist0;\n" + "o.clipDist1 = clipDist1;\n"); } } @@ -472,20 +472,20 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // divide, because some games will use a depth range larger than what is allowed by the // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these // games effectively add a depth bias to the values written to the depth buffer. - out.WriteFmt("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - " - "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n"); + out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - " + "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n"); if (!host_config.backend_clip_control) { // If the graphics API doesn't support a depth range of 0..1, then we need to map z to // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point // operation that can introduce a round-trip error. - out.WriteFmt("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); + out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); } // Correct for negative viewports by mirroring all vertices. We need to negate the height here, // since the viewport height is already negated by the render backend. - out.WriteFmt("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n"); + out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n"); // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results @@ -493,7 +493,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. - out.WriteFmt("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); + out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); if (vertex_rounding) { @@ -504,18 +504,18 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // we need to correct this by converting our // clip-space position into the Wii's screen-space // acquire the right pixel and then convert it back - out.WriteFmt("if (o.pos.w == 1.0f)\n" - "{{\n" + out.Write("if (o.pos.w == 1.0f)\n" + "{{\n" - "\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n" - "\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n" + "\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n" + "\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n" - "\tss_pixel_x = round(ss_pixel_x);\n" - "\tss_pixel_y = round(ss_pixel_y);\n" + "\tss_pixel_x = round(ss_pixel_x);\n" + "\tss_pixel_y = round(ss_pixel_y);\n" - "\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n" - "\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n" - "}}\n"); + "\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n" + "\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n" + "}}\n"); } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) @@ -529,35 +529,35 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (u32 i = 0; i < uid_data->numTexGens; ++i) - out.WriteFmt("tex{}.xyz = o.tex{};\n", i, i); + out.Write("tex{}.xyz = o.tex{};\n", i, i); if (!host_config.fast_depth_calc) - out.WriteFmt("clipPos = o.clipPos;\n"); + out.Write("clipPos = o.clipPos;\n"); if (per_pixel_lighting) { - out.WriteFmt("Normal = o.Normal;\n" - "WorldPos = o.WorldPos;\n"); + out.Write("Normal = o.Normal;\n" + "WorldPos = o.WorldPos;\n"); } - out.WriteFmt("colors_0 = o.colors_0;\n" - "colors_1 = o.colors_1;\n"); + out.Write("colors_0 = o.colors_0;\n" + "colors_1 = o.colors_1;\n"); } if (host_config.backend_depth_clamp) { - out.WriteFmt("gl_ClipDistance[0] = clipDist0;\n" - "gl_ClipDistance[1] = clipDist1;\n"); + out.Write("gl_ClipDistance[0] = clipDist0;\n" + "gl_ClipDistance[1] = clipDist1;\n"); } // Vulkan NDC space has Y pointing down (right-handed NDC space). if (api_type == APIType::Vulkan) - out.WriteFmt("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); + out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); else - out.WriteFmt("gl_Position = o.pos;\n"); + out.Write("gl_Position = o.pos;\n"); } else // D3D { - out.WriteFmt("return o;\n"); + out.Write("return o;\n"); } - out.WriteFmt("}}\n"); + out.Write("}}\n"); return out; } |
