diff options
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/FramebufferShaderGen.cpp | 474 |
1 files changed, 236 insertions, 238 deletions
diff --git a/Source/Core/VideoCommon/FramebufferShaderGen.cpp b/Source/Core/VideoCommon/FramebufferShaderGen.cpp index 0b4022239e..3e4f27a1e0 100644 --- a/Source/Core/VideoCommon/FramebufferShaderGen.cpp +++ b/Source/Core/VideoCommon/FramebufferShaderGen.cpp @@ -27,9 +27,9 @@ APIType GetAPIType() void EmitUniformBufferDeclaration(ShaderCode& code) { if (GetAPIType() == APIType::D3D) - code.WriteFmt("cbuffer PSBlock : register(b0)\n"); + code.Write("cbuffer PSBlock : register(b0)\n"); else - code.WriteFmt("UBO_BINDING(std140, 1) uniform PSBlock\n"); + code.Write("UBO_BINDING(std140, 1) uniform PSBlock\n"); } void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1, @@ -43,8 +43,8 @@ void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1, for (u32 i = start; i < end; i++) { - code.WriteFmt("{} tex{} : register(t{});\n", array_type, i, i); - code.WriteFmt("SamplerState samp{} : register(s{});\n", i, i); + code.Write("{} tex{} : register(t{});\n", array_type, i, i); + code.Write("SamplerState samp{} : register(s{});\n", i, i); } } break; @@ -56,7 +56,7 @@ void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1, for (u32 i = start; i < end; i++) { - code.WriteFmt("SAMPLER_BINDING({}) uniform {} samp{};\n", i, array_type, i); + code.Write("SAMPLER_BINDING({}) uniform {} samp{};\n", i, array_type, i); } } break; @@ -70,12 +70,12 @@ void EmitSampleTexture(ShaderCode& code, u32 n, std::string_view coords) switch (GetAPIType()) { case APIType::D3D: - code.WriteFmt("tex{}.Sample(samp{}, {})", n, n, coords); + code.Write("tex{}.Sample(samp{}, {})", n, n, coords); break; case APIType::OpenGL: case APIType::Vulkan: - code.WriteFmt("texture(samp{}, {})", n, coords); + code.Write("texture(samp{}, {})", n, coords); break; default: @@ -90,12 +90,12 @@ void EmitTextureLoad(ShaderCode& code, u32 n, std::string_view coords) switch (GetAPIType()) { case APIType::D3D: - code.WriteFmt("tex{}.Load({})", n, coords); + code.Write("tex{}.Load({})", n, coords); break; case APIType::OpenGL: case APIType::Vulkan: - code.WriteFmt("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords); + code.Write("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords); break; default: @@ -111,19 +111,19 @@ void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_col { case APIType::D3D: { - code.WriteFmt("void main("); + code.Write("void main("); for (u32 i = 0; i < num_tex_inputs; i++) - code.WriteFmt("in float3 rawtex{} : TEXCOORD{}, ", i, i); + code.Write("in float3 rawtex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_inputs; i++) - code.WriteFmt("in float4 rawcolor{} : COLOR{}, ", i, i); + code.Write("in float4 rawcolor{} : COLOR{}, ", i, i); if (position_input) - code.WriteFmt("in float4 rawpos : POSITION, "); - code.WriteFmt("{}", extra_inputs); + code.Write("in float4 rawpos : POSITION, "); + code.Write("{}", extra_inputs); for (u32 i = 0; i < num_tex_outputs; i++) - code.WriteFmt("out float3 v_tex{} : TEXCOORD{}, ", i, i); + code.Write("out float3 v_tex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_outputs; i++) - code.WriteFmt("out float4 v_col{} : COLOR{}, ", i, i); - code.WriteFmt("out float4 opos : SV_Position)\n"); + code.Write("out float4 v_col{} : COLOR{}, ", i, i); + code.Write("out float4 opos : SV_Position)\n"); } break; @@ -133,35 +133,35 @@ void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_col for (u32 i = 0; i < num_tex_inputs; i++) { const auto attribute = SHADER_TEXTURE0_ATTRIB + i; - code.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", attribute, i); + code.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", attribute, i); } for (u32 i = 0; i < num_color_inputs; i++) { const auto attribute = SHADER_COLOR0_ATTRIB + i; - code.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor{};\n", attribute, i); + code.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor{};\n", attribute, i); } if (position_input) - code.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); + code.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - code.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n"); + code.Write("VARYING_LOCATION(0) out VertexData {{\n"); for (u32 i = 0; i < num_tex_outputs; i++) - code.WriteFmt(" float3 v_tex{};\n", i); + code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_color_outputs; i++) - code.WriteFmt(" float4 v_col{};\n", i); - code.WriteFmt("}};\n"); + code.Write(" float4 v_col{};\n", i); + code.Write("}};\n"); } else { for (u32 i = 0; i < num_tex_outputs; i++) - code.WriteFmt("VARYING_LOCATION({}) out float3 v_tex{};\n", i, i); + code.Write("VARYING_LOCATION({}) out float3 v_tex{};\n", i, i); for (u32 i = 0; i < num_color_outputs; i++) - code.WriteFmt("VARYING_LOCATION({}) out float4 v_col{};\n", num_tex_inputs + i, i); + code.Write("VARYING_LOCATION({}) out float4 v_col{};\n", num_tex_inputs + i, i); } - code.WriteFmt("#define opos gl_Position\n"); - code.WriteFmt("{}\n", extra_inputs); - code.WriteFmt("void main()\n"); + code.Write("#define opos gl_Position\n"); + code.Write("{}\n", extra_inputs); + code.Write("void main()\n"); } break; default: @@ -177,14 +177,14 @@ void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_colo { case APIType::D3D: { - code.WriteFmt("void main("); + code.Write("void main("); for (u32 i = 0; i < num_tex_inputs; i++) - code.WriteFmt("in float3 v_tex{} : TEXCOORD{}, ", i, i); + code.Write("in float3 v_tex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_inputs; i++) - code.WriteFmt("in float4 v_col{} : COLOR{}, ", i, i); + code.Write("in float4 v_col{} : COLOR{}, ", i, i); if (emit_frag_coord) - code.WriteFmt("in float4 frag_coord : SV_Position, "); - code.WriteFmt("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type); + code.Write("in float4 frag_coord : SV_Position, "); + code.Write("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type); } break; @@ -193,26 +193,26 @@ void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_colo { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - code.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n"); + code.Write("VARYING_LOCATION(0) in VertexData {{\n"); for (u32 i = 0; i < num_tex_inputs; i++) - code.WriteFmt(" in float3 v_tex{};\n", i); + code.Write(" in float3 v_tex{};\n", i); for (u32 i = 0; i < num_color_inputs; i++) - code.WriteFmt(" in float4 v_col{};\n", i); - code.WriteFmt("}};\n"); + code.Write(" in float4 v_col{};\n", i); + code.Write("}};\n"); } else { for (u32 i = 0; i < num_tex_inputs; i++) - code.WriteFmt("VARYING_LOCATION({}) in float3 v_tex{};\n", i, i); + code.Write("VARYING_LOCATION({}) in float3 v_tex{};\n", i, i); for (u32 i = 0; i < num_color_inputs; i++) - code.WriteFmt("VARYING_LOCATION({}) in float4 v_col{};\n", num_tex_inputs + i, i); + code.Write("VARYING_LOCATION({}) in float4 v_col{};\n", num_tex_inputs + i, i); } - code.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) out {} ocol0;\n", output_type); - code.WriteFmt("{}\n", extra_vars); + code.Write("FRAGMENT_OUTPUT_LOCATION(0) out {} ocol0;\n", output_type); + code.Write("{}\n", extra_vars); if (emit_frag_coord) - code.WriteFmt("#define frag_coord gl_FragCoord\n"); - code.WriteFmt("void main()\n"); + code.Write("#define frag_coord gl_FragCoord\n"); + code.Write("void main()\n"); } break; @@ -228,16 +228,16 @@ std::string GenerateScreenQuadVertexShader() EmitVertexMainDeclaration(code, 0, 0, false, 1, 0, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID\n"); - code.WriteFmt( + code.Write( "{{\n" " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n" " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"); // NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left. if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL) - code.WriteFmt(" opos.y = -opos.y;\n"); + code.Write(" opos.y = -opos.y;\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -247,88 +247,88 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors) ShaderCode code; if (GetAPIType() == APIType::D3D) { - code.WriteFmt("struct VS_OUTPUT\n" - "{{\n"); + code.Write("struct VS_OUTPUT\n" + "{{\n"); for (u32 i = 0; i < num_tex; i++) - code.WriteFmt(" float3 tex{} : TEXCOORD{};\n", i, i); + code.Write(" float3 tex{} : TEXCOORD{};\n", i, i); for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" float4 color{} : COLOR{};\n", i, i); - code.WriteFmt(" float4 position : SV_Position;\n" - "}};\n"); + code.Write(" float4 color{} : COLOR{};\n", i, i); + code.Write(" float4 position : SV_Position;\n" + "}};\n"); - code.WriteFmt("struct GS_OUTPUT\n" - "{{"); + code.Write("struct GS_OUTPUT\n" + "{{"); for (u32 i = 0; i < num_tex; i++) - code.WriteFmt(" float3 tex{} : TEXCOORD{};\n", i, i); + code.Write(" float3 tex{} : TEXCOORD{};\n", i, i); for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" float4 color{} : COLOR{};\n", i, i); - code.WriteFmt(" float4 position : SV_Position;\n" - " uint slice : SV_RenderTargetArrayIndex;\n" - "}};\n\n"); - - code.WriteFmt("[maxvertexcount(6)]\n" - "void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n" - "{{\n" - " for (uint slice = 0; slice < 2u; slice++)\n" - " {{\n" - " for (int i = 0; i < 3; i++)\n" - " {{\n" - " GS_OUTPUT gso;\n" - " gso.position = vso[i].position;\n"); + code.Write(" float4 color{} : COLOR{};\n", i, i); + code.Write(" float4 position : SV_Position;\n" + " uint slice : SV_RenderTargetArrayIndex;\n" + "}};\n\n"); + + code.Write("[maxvertexcount(6)]\n" + "void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n" + "{{\n" + " for (uint slice = 0; slice < 2u; slice++)\n" + " {{\n" + " for (int i = 0; i < 3; i++)\n" + " {{\n" + " GS_OUTPUT gso;\n" + " gso.position = vso[i].position;\n"); for (u32 i = 0; i < num_tex; i++) - code.WriteFmt(" gso.tex{} = float3(vso[i].tex{}.xy, float(slice));\n", i, i); + code.Write(" gso.tex{} = float3(vso[i].tex{}.xy, float(slice));\n", i, i); for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" gso.color{} = vso[i].color{};\n", i, i); - code.WriteFmt(" gso.slice = slice;\n" - " output.Append(gso);\n" - " }}\n" - " output.RestartStrip();\n" - " }}\n" - "}}\n"); + code.Write(" gso.color{} = vso[i].color{};\n", i, i); + code.Write(" gso.slice = slice;\n" + " output.Append(gso);\n" + " }}\n" + " output.RestartStrip();\n" + " }}\n" + "}}\n"); } else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan) { - code.WriteFmt("layout(triangles) in;\n" - "layout(triangle_strip, max_vertices = 6) out;\n"); + code.Write("layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = 6) out;\n"); if (num_tex > 0 || num_colors > 0) { - code.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n"); + code.Write("VARYING_LOCATION(0) in VertexData {{\n"); for (u32 i = 0; i < num_tex; i++) - code.WriteFmt(" float3 v_tex{};\n", i); + code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" float4 v_col{};\n", i); - code.WriteFmt("}} v_in[];\n"); + code.Write(" float4 v_col{};\n", i); + code.Write("}} v_in[];\n"); - code.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n"); + code.Write("VARYING_LOCATION(0) out VertexData {{\n"); for (u32 i = 0; i < num_tex; i++) - code.WriteFmt(" float3 v_tex{};\n", i); + code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" float4 v_col{};\n", i); - code.WriteFmt("}} v_out;\n"); + code.Write(" float4 v_col{};\n", i); + code.Write("}} v_out;\n"); } - code.WriteFmt("\n" - "void main()\n" - "{{\n" - " for (int j = 0; j < 2; j++)\n" - " {{\n" - " gl_Layer = j;\n"); + code.Write("\n" + "void main()\n" + "{{\n" + " for (int j = 0; j < 2; j++)\n" + " {{\n" + " gl_Layer = j;\n"); // We have to explicitly unroll this loop otherwise the GL compiler gets cranky. for (u32 v = 0; v < 3; v++) { - code.WriteFmt(" gl_Position = gl_in[{}].gl_Position;\n", v); + code.Write(" gl_Position = gl_in[{}].gl_Position;\n", v); for (u32 i = 0; i < num_tex; i++) { - code.WriteFmt(" v_out.v_tex{} = float3(v_in[{}].v_tex{}.xy, float(j));\n", i, v, i); + code.Write(" v_out.v_tex{} = float3(v_in[{}].v_tex{}.xy, float(j));\n", i, v, i); } for (u32 i = 0; i < num_colors; i++) - code.WriteFmt(" v_out.v_col{} = v_in[{}].v_col{};\n", i, v, i); - code.WriteFmt(" EmitVertex();\n\n"); + code.Write(" v_out.v_col{} = v_in[{}].v_col{};\n", i, v, i); + code.Write(" EmitVertex();\n\n"); } - code.WriteFmt(" EndPrimitive();\n" - " }}\n" - "}}\n"); + code.Write(" EndPrimitive();\n" + " }}\n" + "}}\n"); } return code.GetBuffer(); @@ -338,25 +338,24 @@ std::string GenerateTextureCopyVertexShader() { ShaderCode code; EmitUniformBufferDeclaration(code); - code.WriteFmt("{{" - " float2 src_offset;\n" - " float2 src_size;\n" - "}};\n\n"); + code.Write("{{" + " float2 src_offset;\n" + " float2 src_size;\n" + "}};\n\n"); EmitVertexMainDeclaration(code, 0, 0, false, 1, 0, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID"); - code.WriteFmt( - "{{\n" - " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n" - " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n" - " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n"); + code.Write("{{\n" + " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n" + " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n" + " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n"); // NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left. if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL) - code.WriteFmt(" opos.y = -opos.y;\n"); + code.Write(" opos.y = -opos.y;\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -366,11 +365,11 @@ std::string GenerateTextureCopyPixelShader() ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 0); - code.WriteFmt("{{\n" - " ocol0 = "); + code.Write("{{\n" + " ocol0 = "); EmitSampleTexture(code, 0, "v_tex0"); - code.WriteFmt(";\n" - "}}\n"); + code.Write(";\n" + "}}\n"); return code.GetBuffer(); } @@ -378,9 +377,9 @@ std::string GenerateColorPixelShader() { ShaderCode code; EmitPixelMainDeclaration(code, 0, 1); - code.WriteFmt("{{\n" - " ocol0 = v_col0;\n" - "}}\n"); + code.Write("{{\n" + " ocol0 = v_col0;\n" + "}}\n"); return code.GetBuffer(); } @@ -390,25 +389,25 @@ std::string GenerateResolveDepthPixelShader(u32 samples) EmitSamplerDeclarations(code, 0, 1, true); EmitPixelMainDeclaration(code, 1, 0, "float", GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : ""); - code.WriteFmt("{{\n" - " int layer = int(v_tex0.z);\n"); + code.Write("{{\n" + " int layer = int(v_tex0.z);\n"); if (GetAPIType() == APIType::D3D) - code.WriteFmt(" int3 coords = int3(int2(ipos.xy), layer);\n"); + code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n"); else - code.WriteFmt(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); + code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); // Take the minimum of all depth samples. if (GetAPIType() == APIType::D3D) - code.WriteFmt(" ocol0 = tex0.Load(coords, 0).r;\n"); + code.Write(" ocol0 = tex0.Load(coords, 0).r;\n"); else - code.WriteFmt(" ocol0 = texelFetch(samp0, coords, 0).r;\n"); - code.WriteFmt(" for (int i = 1; i < {}; i++)\n", samples); + code.Write(" ocol0 = texelFetch(samp0, coords, 0).r;\n"); + code.Write(" for (int i = 1; i < {}; i++)\n", samples); if (GetAPIType() == APIType::D3D) - code.WriteFmt(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n"); + code.Write(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n"); else - code.WriteFmt(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n"); + code.Write(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -416,15 +415,15 @@ std::string GenerateClearVertexShader() { ShaderCode code; EmitUniformBufferDeclaration(code); - code.WriteFmt("{{\n" - " float4 clear_color;\n" - " float clear_depth;\n" - "}};\n"); + code.Write("{{\n" + " float4 clear_color;\n" + " float clear_depth;\n" + "}};\n"); EmitVertexMainDeclaration(code, 0, 0, false, 0, 1, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID\n"); - code.WriteFmt( + code.Write( "{{\n" " float2 coord = float2(float((id << 1) & 2), float(id & 2));\n" " opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n" @@ -432,9 +431,9 @@ std::string GenerateClearVertexShader() // NDC space is flipped in Vulkan if (GetAPIType() == APIType::Vulkan) - code.WriteFmt(" opos.y = -opos.y;\n"); + code.Write(" opos.y = -opos.y;\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -443,17 +442,17 @@ std::string GenerateEFBPokeVertexShader() { ShaderCode code; EmitVertexMainDeclaration(code, 0, 1, true, 0, 1); - code.WriteFmt("{{\n" - " v_col0 = rawcolor0;\n" - " opos = float4(rawpos.xyz, 1.0f);\n"); + code.Write("{{\n" + " v_col0 = rawcolor0;\n" + " opos = float4(rawpos.xyz, 1.0f);\n"); if (g_ActiveConfig.backend_info.bSupportsLargePoints) - code.WriteFmt(" gl_PointSize = rawpos.w;\n"); + code.Write(" gl_PointSize = rawpos.w;\n"); // NDC space is flipped in Vulkan. if (GetAPIType() == APIType::Vulkan) - code.WriteFmt(" opos.y = -opos.y;\n"); + code.Write(" opos.y = -opos.y;\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -468,82 +467,82 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp "in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " : "in float4 ipos : SV_Position, ") : ""); - code.WriteFmt("{{\n" - " int layer = int(v_tex0.z);\n"); + code.Write("{{\n" + " int layer = int(v_tex0.z);\n"); if (GetAPIType() == APIType::D3D) - code.WriteFmt(" int3 coords = int3(int2(ipos.xy), layer);\n"); + code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n"); else - code.WriteFmt(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); + code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); if (samples == 1) { // No MSAA at all. if (GetAPIType() == APIType::D3D) - code.WriteFmt(" float4 val = tex0.Load(int4(coords, 0));\n"); + code.Write(" float4 val = tex0.Load(int4(coords, 0));\n"); else - code.WriteFmt(" float4 val = texelFetch(samp0, coords, 0);\n"); + code.Write(" float4 val = texelFetch(samp0, coords, 0);\n"); } else if (g_ActiveConfig.bSSAA) { // Sample shading, shader runs once per sample if (GetAPIType() == APIType::D3D) - code.WriteFmt(" float4 val = tex0.Load(coords, isample);"); + code.Write(" float4 val = tex0.Load(coords, isample);"); else - code.WriteFmt(" float4 val = texelFetch(samp0, coords, gl_SampleID);"); + code.Write(" float4 val = texelFetch(samp0, coords, gl_SampleID);"); } else { // MSAA without sample shading, average out all samples. - code.WriteFmt(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); - code.WriteFmt(" for (int i = 0; i < {}; i++)\n", samples); + code.Write(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); + code.Write(" for (int i = 0; i < {}; i++)\n", samples); if (GetAPIType() == APIType::D3D) - code.WriteFmt(" val += tex0.Load(coords, i);\n"); + code.Write(" val += tex0.Load(coords, i);\n"); else - code.WriteFmt(" val += texelFetch(samp0, coords, i);\n"); - code.WriteFmt(" val /= float({});\n", samples); + code.Write(" val += texelFetch(samp0, coords, i);\n"); + code.Write(" val /= float({});\n", samples); } switch (convtype) { case EFBReinterpretType::RGB8ToRGBA6: - code.WriteFmt(" int4 src8 = int4(round(val * 255.f));\n" - " int4 dst6;\n" - " dst6.r = src8.r >> 2;\n" - " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" - " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" - " dst6.a = src8.b & 0x3F;\n" - " ocol0 = float4(dst6) / 63.f;\n"); + code.Write(" int4 src8 = int4(round(val * 255.f));\n" + " int4 dst6;\n" + " dst6.r = src8.r >> 2;\n" + " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" + " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" + " dst6.a = src8.b & 0x3F;\n" + " ocol0 = float4(dst6) / 63.f;\n"); break; case EFBReinterpretType::RGB8ToRGB565: - code.WriteFmt(" ocol0 = val;\n"); + code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGBA6ToRGB8: - code.WriteFmt(" int4 src6 = int4(round(val * 63.f));\n" - " int4 dst8;\n" - " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" - " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" - " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" - " dst8.a = 255;\n" - " ocol0 = float4(dst8) / 255.f;\n"); + code.Write(" int4 src6 = int4(round(val * 63.f));\n" + " int4 dst8;\n" + " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" + " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" + " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" + " dst8.a = 255;\n" + " ocol0 = float4(dst8) / 255.f;\n"); break; case EFBReinterpretType::RGBA6ToRGB565: - code.WriteFmt(" ocol0 = val;\n"); + code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGB565ToRGB8: - code.WriteFmt(" ocol0 = val;\n"); + code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGB565ToRGBA6: // - code.WriteFmt(" ocol0 = val;\n"); + code.Write(" ocol0 = val;\n"); break; } - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -552,71 +551,70 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 0, "float4", "", true); - code.WriteFmt("{{\n" - " int layer = int(v_tex0.z);\n" - " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n"); + code.Write("{{\n" + " int layer = int(v_tex0.z);\n" + " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n"); // Convert to a 32-bit value encompassing all channels, filling the most significant bits with // zeroes. - code.WriteFmt(" uint raw_value;\n"); + code.Write(" uint raw_value;\n"); switch (from_format) { case TextureFormat::I8: case TextureFormat::C8: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt(";\n" - " raw_value = uint(temp_value.r * 255.0);\n"); + code.Write(";\n" + " raw_value = uint(temp_value.r * 255.0);\n"); } break; case TextureFormat::IA8: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt( - ";\n" - " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n"); + code.Write(";\n" + " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n"); } break; case TextureFormat::I4: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt(";\n" - " raw_value = uint(temp_value.r * 15.0);\n"); + code.Write(";\n" + " raw_value = uint(temp_value.r * 15.0);\n"); } break; case TextureFormat::IA4: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt(";\n" - " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n"); + code.Write(";\n" + " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n"); } break; case TextureFormat::RGB565: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt(";\n" - " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n" - " (uint(temp_value.r * 31.0) << 11);\n"); + code.Write(";\n" + " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n" + " (uint(temp_value.r * 31.0) << 11);\n"); } break; case TextureFormat::RGB5A3: { - code.WriteFmt(" float4 temp_value = "); + code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); - code.WriteFmt(";\n"); + code.Write(";\n"); // 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits - code.WriteFmt( + code.Write( " if (temp_value.a > 0.878f) {{\n" " raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n" " (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n" @@ -638,45 +636,45 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF case TextureFormat::I8: case TextureFormat::C8: { - code.WriteFmt(" float orgba = float(raw_value & 0xFFu) / 255.0;\n" - " ocol0 = float4(orgba, orgba, orgba, orgba);\n"); + code.Write(" float orgba = float(raw_value & 0xFFu) / 255.0;\n" + " ocol0 = float4(orgba, orgba, orgba, orgba);\n"); } break; case TextureFormat::IA8: { - code.WriteFmt(" float orgb = float(raw_value & 0xFFu) / 255.0;\n" - " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n"); + code.Write(" float orgb = float(raw_value & 0xFFu) / 255.0;\n" + " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n"); } break; case TextureFormat::IA4: { - code.WriteFmt(" float orgb = float(raw_value & 0xFu) / 15.0;\n" - " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n"); + code.Write(" float orgb = float(raw_value & 0xFu) / 15.0;\n" + " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n"); } break; case TextureFormat::RGB565: { - code.WriteFmt(" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" - " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" - " float(raw_value & 0x1Fu) / 31.0, 1.0);\n"); + code.Write(" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" + " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" + " float(raw_value & 0x1Fu) / 31.0, 1.0);\n"); } break; case TextureFormat::RGB5A3: { - code.WriteFmt(" if ((raw_value & 0x8000u) != 0u) {{\n" - " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" - " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" - " float(raw_value & 0x1Fu) / 31.0, 1.0);\n" - " }} else {{\n" - " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n" - " float((raw_value >> 4) & 0x0Fu) / 15.0,\n" - " float(raw_value & 0x0Fu) / 15.0,\n" - " float((raw_value >> 12) & 0x07u) / 7.0);\n" - " }}\n"); + code.Write(" if ((raw_value & 0x8000u) != 0u) {{\n" + " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" + " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" + " float(raw_value & 0x1Fu) / 31.0, 1.0);\n" + " }} else {{\n" + " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n" + " float((raw_value >> 4) & 0x0Fu) / 15.0,\n" + " float(raw_value & 0x0Fu) / 15.0,\n" + " float((raw_value >> 12) & 0x07u) / 7.0);\n" + " }}\n"); } break; default: @@ -684,7 +682,7 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF return "{}\n"; } - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -694,14 +692,14 @@ std::string GenerateEFBRestorePixelShader() EmitSamplerDeclarations(code, 0, 2, false); EmitPixelMainDeclaration(code, 1, 0, "float4", GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : ""); - code.WriteFmt("{{\n" - " ocol0 = "); + code.Write("{{\n" + " ocol0 = "); EmitSampleTexture(code, 0, "v_tex0"); - code.WriteFmt(";\n"); - code.WriteFmt(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth"); + code.Write(";\n"); + code.Write(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth"); EmitSampleTexture(code, 1, "v_tex0"); - code.WriteFmt(".r;\n" - "}}\n"); + code.Write(".r;\n" + "}}\n"); return code.GetBuffer(); } @@ -711,22 +709,22 @@ std::string GenerateImGuiVertexShader() // Uniform buffer contains the viewport size, and we transform in the vertex shader. EmitUniformBufferDeclaration(code); - code.WriteFmt("{{\n" - "float2 u_rcp_viewport_size_mul2;\n" - "}};\n\n"); + code.Write("{{\n" + "float2 u_rcp_viewport_size_mul2;\n" + "}};\n\n"); EmitVertexMainDeclaration(code, 1, 1, true, 1, 1); - code.WriteFmt("{{\n" - " v_tex0 = float3(rawtex0.xy, 0.0);\n" - " v_col0 = rawcolor0;\n" - " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0," - " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n"); + code.Write("{{\n" + " v_tex0 = float3(rawtex0.xy, 0.0);\n" + " v_col0 = rawcolor0;\n" + " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0," + " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n"); // NDC space is flipped in Vulkan. if (GetAPIType() == APIType::Vulkan) - code.WriteFmt(" opos.y = -opos.y;\n"); + code.Write(" opos.y = -opos.y;\n"); - code.WriteFmt("}}\n"); + code.Write("}}\n"); return code.GetBuffer(); } @@ -735,11 +733,11 @@ std::string GenerateImGuiPixelShader() ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 1); - code.WriteFmt("{{\n" - " ocol0 = "); + code.Write("{{\n" + " ocol0 = "); EmitSampleTexture(code, 0, "float3(v_tex0.xy, 0.0)"); - code.WriteFmt(" * v_col0;\n" - "}}\n"); + code.Write(" * v_col0;\n" + "}}\n"); return code.GetBuffer(); } |
