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path: root/Source/Core/VideoCommon/FramebufferShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/FramebufferShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/FramebufferShaderGen.cpp285
1 files changed, 146 insertions, 139 deletions
diff --git a/Source/Core/VideoCommon/FramebufferShaderGen.cpp b/Source/Core/VideoCommon/FramebufferShaderGen.cpp
index ca00f2c332..b3e641a14e 100644
--- a/Source/Core/VideoCommon/FramebufferShaderGen.cpp
+++ b/Source/Core/VideoCommon/FramebufferShaderGen.cpp
@@ -56,12 +56,12 @@ static void EmitSampleTexture(std::stringstream& ss, u32 n, const char* coords)
switch (GetAPIType())
{
case APIType::D3D:
- ss << "tex" << n << ".Sample(samp" << n << ", " << coords << ")";
+ ss << "tex" << n << ".Sample(samp" << n << ", " << coords << ')';
break;
case APIType::OpenGL:
case APIType::Vulkan:
- ss << "texture(samp" << n << ", " << coords << ")";
+ ss << "texture(samp" << n << ", " << coords << ')';
break;
default:
@@ -76,7 +76,7 @@ static void EmitTextureLoad(std::stringstream& ss, u32 n, const char* coords)
switch (GetAPIType())
{
case APIType::D3D:
- ss << "tex" << n << ".Load(" << coords << ")";
+ ss << "tex" << n << ".Load(" << coords << ')';
break;
case APIType::OpenGL:
@@ -118,11 +118,15 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
case APIType::Vulkan:
{
for (u32 i = 0; i < num_tex_inputs; i++)
+ {
ss << "ATTRIBUTE_LOCATION(" << (SHADER_TEXTURE0_ATTRIB + i) << ") in float3 rawtex" << i
<< ";\n";
+ }
for (u32 i = 0; i < num_color_inputs; i++)
+ {
ss << "ATTRIBUTE_LOCATION(" << (SHADER_COLOR0_ATTRIB + i) << ") in float4 rawcolor" << i
<< ";\n";
+ }
if (position_input)
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float4 rawpos;\n";
@@ -143,7 +147,7 @@ static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") out float4 v_col" << i << ";\n";
}
ss << "#define opos gl_Position\n";
- ss << extra_inputs << "\n";
+ ss << extra_inputs << '\n';
ss << "void main()\n";
}
break;
@@ -210,9 +214,9 @@ std::string GenerateScreenQuadVertexShader()
EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID\n");
- ss << "{\n";
- ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
- ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
+ ss << "{\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)
@@ -228,47 +232,49 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
std::stringstream ss;
if (GetAPIType() == APIType::D3D)
{
- ss << "struct VS_OUTPUT\n";
- ss << "{\n";
+ ss << "struct VS_OUTPUT\n"
+ "{\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << ";\n";
- ss << " float4 position : SV_Position;\n";
- ss << "};\n";
- ss << "struct GS_OUTPUT\n";
- ss << "{";
+ ss << " float4 position : SV_Position;\n"
+ "};\n";
+
+ ss << "struct GS_OUTPUT\n"
+ "{";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << ";\n";
- ss << " float4 position : SV_Position;\n";
- ss << " uint slice : SV_RenderTargetArrayIndex;\n";
- ss << "};\n\n";
- ss << "[maxvertexcount(6)]\n";
- ss << "void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n";
- ss << "{\n";
- ss << " for (uint slice = 0; slice < 2u; slice++)\n";
- ss << " {\n";
- ss << " for (int i = 0; i < 3; i++)\n";
- ss << " {\n";
- ss << " GS_OUTPUT gso;\n";
- ss << " gso.position = vso[i].position;\n";
+ ss << " float4 position : SV_Position;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n\n";
+
+ ss << "[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++)
ss << " gso.tex" << i << " = float3(vso[i].tex" << i << ".xy, float(slice));\n";
for (u32 i = 0; i < num_colors; i++)
ss << " gso.color" << i << " = vso[i].color" << i << ";\n";
- ss << " gso.slice = slice;\n";
- ss << " output.Append(gso);\n";
- ss << " }\n";
- ss << " output.RestartStrip();\n";
- ss << " }\n";
- ss << "}\n";
+ ss << " gso.slice = slice;\n"
+ " output.Append(gso);\n"
+ " }\n"
+ " output.RestartStrip();\n"
+ " }\n"
+ "}\n";
}
else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan)
{
- ss << "layout(triangles) in;\n";
- ss << "layout(triangle_strip, max_vertices = 6) out;\n";
+ ss << "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 6) out;\n";
if (num_tex > 0 || num_colors > 0)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
@@ -277,6 +283,7 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
for (u32 i = 0; i < num_colors; i++)
ss << " float4 v_col" << i << ";\n";
ss << "} v_in[];\n";
+
ss << "VARYING_LOCATION(0) out VertexData {\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 v_tex" << i << ";\n";
@@ -284,12 +291,12 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
ss << " float4 v_col" << i << ";\n";
ss << "} v_out;\n";
}
- ss << "\n";
- ss << "void main()\n";
- ss << "{\n";
- ss << " for (int j = 0; j < 2; j++)\n";
- ss << " {\n";
- ss << " gl_Layer = j;\n";
+ ss << "\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++)
@@ -302,9 +309,9 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
ss << " v_out.v_col" << i << " = v_in[" << v << "].v_col" << i << ";\n";
ss << " EmitVertex();\n\n";
}
- ss << " EndPrimitive();\n";
- ss << " }\n";
- ss << "}\n";
+ ss << " EndPrimitive();\n"
+ " }\n"
+ "}\n";
}
return ss.str();
@@ -314,18 +321,18 @@ std::string GenerateTextureCopyVertexShader()
{
std::stringstream ss;
EmitUniformBufferDeclaration(ss);
- ss << "{";
- ss << " float2 src_offset;\n";
- ss << " float2 src_size;\n";
- ss << "};\n\n";
+ ss << "{"
+ " float2 src_offset;\n"
+ " float2 src_size;\n"
+ "};\n\n";
EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID");
- ss << "{\n";
- ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
- ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
- ss << " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n";
+ ss << "{\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)
@@ -341,11 +348,11 @@ std::string GenerateTextureCopyPixelShader()
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 0);
- ss << "{\n";
- ss << " ocol0 = ";
+ ss << "{\n"
+ " ocol0 = ";
EmitSampleTexture(ss, 0, "v_tex0");
- ss << ";\n";
- ss << "}\n";
+ ss << ";\n"
+ "}\n";
return ss.str();
}
@@ -353,9 +360,9 @@ std::string GenerateColorPixelShader()
{
std::stringstream ss;
EmitPixelMainDeclaration(ss, 0, 1);
- ss << "{\n";
- ss << " ocol0 = v_col0;\n";
- ss << "}\n";
+ ss << "{\n"
+ " ocol0 = v_col0;\n"
+ "}\n";
return ss.str();
}
@@ -365,8 +372,8 @@ std::string GenerateResolveDepthPixelShader(u32 samples)
EmitSamplerDeclarations(ss, 0, 1, true);
EmitPixelMainDeclaration(ss, 1, 0, "float",
GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : "");
- ss << "{\n";
- ss << " int layer = int(v_tex0.z);\n";
+ ss << "{\n"
+ " int layer = int(v_tex0.z);\n";
if (GetAPIType() == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
else
@@ -391,18 +398,18 @@ std::string GenerateClearVertexShader()
{
std::stringstream ss;
EmitUniformBufferDeclaration(ss);
- ss << "{\n";
- ss << " float4 clear_color;\n";
- ss << " float clear_depth;\n";
- ss << "};\n";
+ ss << "{\n"
+ " float4 clear_color;\n"
+ " float clear_depth;\n"
+ "};\n";
EmitVertexMainDeclaration(ss, 0, 0, false, 0, 1,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID\n");
- ss << "{\n";
- ss << " float2 coord = float2(float((id << 1) & 2), float(id & 2));\n";
- ss << " opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n";
- ss << " v_col0 = clear_color;\n";
+ ss << "{\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"
+ " v_col0 = clear_color;\n";
// NDC space is flipped in Vulkan
if (GetAPIType() == APIType::Vulkan)
@@ -417,9 +424,9 @@ std::string GenerateEFBPokeVertexShader()
{
std::stringstream ss;
EmitVertexMainDeclaration(ss, 0, 1, true, 0, 1);
- ss << "{\n";
- ss << " v_col0 = rawcolor0;\n";
- ss << " opos = float4(rawpos.xyz, 1.0f);\n";
+ ss << "{\n"
+ " v_col0 = rawcolor0;\n"
+ " opos = float4(rawpos.xyz, 1.0f);\n";
if (g_ActiveConfig.backend_info.bSupportsLargePoints)
ss << " gl_PointSize = rawpos.w;\n";
@@ -442,8 +449,8 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
"in float4 ipos : SV_Position, ") :
"");
- ss << "{\n";
- ss << " int layer = int(v_tex0.z);\n";
+ ss << "{\n"
+ " int layer = int(v_tex0.z);\n";
if (GetAPIType() == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
else
@@ -480,13 +487,13 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
switch (convtype)
{
case EFBReinterpretType::RGB8ToRGBA6:
- ss << " int4 src8 = int4(round(val * 255.f));\n";
- ss << " int4 dst6;\n";
- ss << " dst6.r = src8.r >> 2;\n";
- ss << " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n";
- ss << " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n";
- ss << " dst6.a = src8.b & 0x3F;\n";
- ss << " ocol0 = float4(dst6) / 63.f;\n";
+ ss << " 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:
@@ -494,13 +501,13 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
break;
case EFBReinterpretType::RGBA6ToRGB8:
- ss << " int4 src6 = int4(round(val * 63.f));\n";
- ss << " int4 dst8;\n";
- ss << " dst8.r = (src6.r << 2) | (src6.g >> 4);\n";
- ss << " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n";
- ss << " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n";
- ss << " dst8.a = 255;\n";
- ss << " ocol0 = float4(dst8) / 255.f;\n";
+ ss << " 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:
@@ -526,9 +533,9 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4", "", true);
- ss << "{\n";
- ss << " int layer = int(v_tex0.z);\n";
- ss << " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n";
+ ss << "{\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.
@@ -540,8 +547,8 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
- ss << ";\n";
- ss << " raw_value = uint(temp_value.r * 255.0);\n";
+ ss << ";\n"
+ " raw_value = uint(temp_value.r * 255.0);\n";
}
break;
@@ -549,8 +556,8 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
- ss << ";\n";
- ss << " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n";
+ ss << ";\n"
+ " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n";
}
break;
@@ -558,8 +565,8 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
- ss << ";\n";
- ss << " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n";
+ ss << ";\n"
+ " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n";
}
break;
@@ -567,9 +574,9 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
- ss << ";\n";
- ss << " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n";
- ss << " (uint(temp_value.r * 31.0) << 11);\n";
+ ss << ";\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;
@@ -580,13 +587,13 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
ss << ";\n";
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
- ss << " if (temp_value.a > 0.878f) {\n";
- ss << " raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n";
- ss << " (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n";
- ss << " } else {\n";
- ss << " raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n";
- ss << " (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n";
- ss << " }\n";
+ ss << " 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"
+ " } else {\n"
+ " raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n"
+ " (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n"
+ " }\n";
}
break;
}
@@ -597,45 +604,45 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
case TextureFormat::I8:
case TextureFormat::C8:
{
- ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n";
- ss << " ocol0 = float4(orgba, orgba, orgba, orgba);\n";
+ ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n"
+ " ocol0 = float4(orgba, orgba, orgba, orgba);\n";
}
break;
case TextureFormat::IA8:
{
- ss << " float orgb = float(raw_value & 0xFFu) / 255.0;\n";
- ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n";
+ ss << " 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:
{
- ss << " float orgb = float(raw_value & 0xFu) / 15.0;\n";
- ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n";
+ ss << " 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:
{
- ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n";
- ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n";
- ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n";
+ ss << " 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:
{
- ss << " if ((raw_value & 0x8000u) != 0u) {\n";
- ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n";
- ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n";
- ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n";
- ss << " } else {\n";
- ss << " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n";
- ss << " float((raw_value >> 4) & 0x0Fu) / 15.0,\n";
- ss << " float(raw_value & 0x0Fu) / 15.0,\n";
- ss << " float((raw_value >> 12) & 0x07u) / 7.0);\n";
- ss << " }\n";
+ ss << " 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;
}
@@ -650,14 +657,14 @@ std::string GenerateEFBRestorePixelShader()
EmitSamplerDeclarations(ss, 0, 2, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
- ss << "{\n";
- ss << " ocol0 = ";
+ ss << "{\n"
+ " ocol0 = ";
EmitSampleTexture(ss, 0, "v_tex0");
ss << ";\n";
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
EmitSampleTexture(ss, 1, "v_tex0");
- ss << ".r;\n";
- ss << "}\n";
+ ss << ".r;\n"
+ "}\n";
return ss.str();
}
@@ -667,16 +674,16 @@ std::string GenerateImGuiVertexShader()
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
EmitUniformBufferDeclaration(ss);
- ss << "{\n";
- ss << "float2 u_rcp_viewport_size_mul2;\n";
- ss << "};\n\n";
+ ss << "{\n"
+ "float2 u_rcp_viewport_size_mul2;\n"
+ "};\n\n";
EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
ss << "{\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";
+ " 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)
@@ -691,11 +698,11 @@ std::string GenerateImGuiPixelShader()
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 1);
- ss << "{\n";
- ss << " ocol0 = ";
+ ss << "{\n"
+ " ocol0 = ";
EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
- ss << " * v_col0;\n";
- ss << "}\n";
+ ss << " * v_col0;\n"
+ "}\n";
return ss.str();
}