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https://github.com/dolphin-emu/dolphin.git
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EnumUtils: Add Common::ToUnderlying
Mirrors the C++23 <utility> function, std::to_underlying
This commit is contained in:
@ -3,6 +3,7 @@
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#include "VideoCommon/UberShaderVertex.h"
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#include "Common/EnumUtils.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/NativeVertexFormat.h"
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@ -223,7 +224,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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"float3 N2;\n"
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"\n"
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"if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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static_cast<u32>(VB_HAS_POSMTXIDX));
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Common::ToUnderlying(VB_HAS_POSMTXIDX));
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LoadVertexAttribute(out, host_config, 2, "posmtx", "uint4", "ubyte4");
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out.Write(" // Vertex format has a per-vertex matrix\n"
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" int posidx = int(posmtx.r);\n"
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@ -258,7 +259,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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"float3 _normal = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
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"{{\n",
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static_cast<u32>(VB_HAS_NORMAL));
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Common::ToUnderlying(VB_HAS_NORMAL));
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LoadVertexAttribute(out, host_config, 2, "rawnormal", "float3", "float3");
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out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
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"rawnormal)));\n"
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@ -267,7 +268,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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"float3 _tangent = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
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"{{\n",
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static_cast<u32>(VB_HAS_TANGENT));
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Common::ToUnderlying(VB_HAS_TANGENT));
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LoadVertexAttribute(out, host_config, 2, "rawtangent", "float3", "float3");
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out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
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"}}\n"
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@ -280,7 +281,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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"float3 _binormal = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
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"{{\n",
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static_cast<u32>(VB_HAS_BINORMAL));
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Common::ToUnderlying(VB_HAS_BINORMAL));
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LoadVertexAttribute(out, host_config, 2, "rawbinormal", "float3", "float3");
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out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
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"rawbinormal));\n"
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@ -313,14 +314,14 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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"}}\n"
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"else if ((components & {}u) != 0u) // VB_HAS_COL0\n"
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"{{\n",
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static_cast<u32>(VB_HAS_COL0));
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Common::ToUnderlying(VB_HAS_COL0));
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LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
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out.Write(" vertex_color_0 = rawcolor0;\n"
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" vertex_color_1 = rawcolor0;\n"
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"}}\n"
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"else if ((components & {}u) != 0u) // VB_HAS_COL1\n"
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"{{\n",
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static_cast<u32>(VB_HAS_COL1));
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Common::ToUnderlying(VB_HAS_COL1));
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LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
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out.Write(" vertex_color_0 = rawcolor1;\n"
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" vertex_color_1 = rawcolor1;\n"
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@ -340,7 +341,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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if (host_config.backend_vs_point_line_expand)
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{
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out.Write("if (vs_expand == {}u) {{ // Line\n", static_cast<u32>(VSExpand::Line));
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out.Write("if (vs_expand == {}u) {{ // Line\n", Common::ToUnderlying(VSExpand::Line));
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out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
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" bool is_right = (gl_VertexID & 1) != 0;\n"
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" uint other_base_offset = vertex_base_offset;\n"
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@ -355,7 +356,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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" float4 other_p1 = P1;\n"
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" float4 other_p2 = P2;\n"
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" if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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static_cast<u32>(VB_HAS_POSMTXIDX));
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Common::ToUnderlying(VB_HAS_POSMTXIDX));
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out.Write(" uint other_posidx = load_input_uint4_ubyte4(other_base_offset, "
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"vertex_offset_posmtx).r;\n"
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" other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
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@ -365,7 +366,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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" float4 other_pos = float4(dot(other_p0, other_rawpos), "
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"dot(other_p1, other_rawpos), dot(other_p2, other_rawpos), 1.0);\n");
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GenerateVSLineExpansion(out, " ", num_texgen);
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out.Write("}} else if (vs_expand == {}u) {{ // Point\n", static_cast<u32>(VSExpand::Point));
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out.Write("}} else if (vs_expand == {}u) {{ // Point\n", Common::ToUnderlying(VSExpand::Point));
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out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
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" bool is_right = (gl_VertexID & 1) != 0;\n");
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GenerateVSPointExpansion(out, " ", num_texgen);
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@ -545,7 +546,7 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
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out.Write(" case {:s}:\n", SourceRow::Normal);
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out.Write(" if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
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" {{\n",
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static_cast<u32>(VB_HAS_NORMAL));
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Common::ToUnderlying(VB_HAS_NORMAL));
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LoadVertexAttribute(out, host_config, 6, "rawnormal", "float3", "float3");
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out.Write(" coord.xyz = rawnormal.xyz;\n"
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" }}\n"
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@ -553,7 +554,7 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
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out.Write(" case {:s}:\n", SourceRow::BinormalT);
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out.Write(" if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
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" {{\n",
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static_cast<u32>(VB_HAS_TANGENT));
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Common::ToUnderlying(VB_HAS_TANGENT));
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LoadVertexAttribute(out, host_config, 6, "rawtangent", "float3", "float3");
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out.Write(" coord.xyz = rawtangent.xyz;\n"
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" }}\n"
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@ -561,14 +562,14 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
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out.Write(" case {:s}:\n", SourceRow::BinormalB);
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out.Write(" if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
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" {{\n",
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static_cast<u32>(VB_HAS_BINORMAL));
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Common::ToUnderlying(VB_HAS_BINORMAL));
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LoadVertexAttribute(out, host_config, 6, "rawbinormal", "float3", "float3");
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out.Write(" coord.xyz = rawbinormal.xyz;\n"
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" }}\n"
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" break;\n\n");
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for (u32 i = 0; i < 8; i++)
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{
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out.Write(" case {:s}:\n", static_cast<SourceRow>(static_cast<u32>(SourceRow::Tex0) + i));
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out.Write(" case {:s}:\n", static_cast<SourceRow>(Common::ToUnderlying(SourceRow::Tex0) + i));
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out.Write(" if ((components & {}u) != 0u) // VB_HAS_UV{}\n"
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" {{\n",
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VB_HAS_UV0 << i, i);
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@ -625,7 +626,7 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
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out.Write(" default:\n"
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" {{\n");
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out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
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static_cast<u32>(VB_HAS_TEXMTXIDX0));
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Common::ToUnderlying(VB_HAS_TEXMTXIDX0));
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if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
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{
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out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
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