VideoCommon: Make API_TYPE an enum class

Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
This commit is contained in:
Lioncash
2016-07-21 19:04:57 -04:00
parent 66b11c5198
commit 14e0b48ae4
28 changed files with 130 additions and 175 deletions

View File

@ -9,6 +9,7 @@
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
static const char* primitives_ogl[] = {"points", "lines", "triangles"};
@ -16,9 +17,9 @@ static const char* primitives_ogl[] = {"points", "lines", "triangles"};
static const char* primitives_d3d[] = {"point", "line", "triangle"};
template <class T>
static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false);
static void EmitVertex(T& out, const char* vertex, APIType ApiType, bool first_vertex = false);
template <class T>
static void EndPrimitive(T& out, API_TYPE ApiType);
static void EndPrimitive(T& out, APIType ApiType);
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
{
@ -38,11 +39,11 @@ GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, API_TYPE ApiType, bool first_vertex = false);
const char* vertex, APIType ApiType, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
API_TYPE ApiType);
APIType ApiType);
ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_uid_data* uid_data)
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data)
{
ShaderCode out;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
@ -53,7 +54,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
if (uid_data->wireframe)
vertex_out++;
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
@ -75,7 +76,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
out.Write("%s", s_lighting_struct);
// uniforms
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
out.Write("layout(std140%s) uniform GSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
else
@ -90,7 +91,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
"");
out.Write("};\n");
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("#define InstanceID gl_InvocationID\n");
@ -144,7 +145,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
if (uid_data->primitive_type == PRIMITIVE_LINES)
{
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("\tVS_OUTPUT start, end;\n");
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
@ -175,7 +176,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
{
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("\tVS_OUTPUT center;\n");
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
@ -206,7 +207,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
@ -220,7 +221,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
out.Write("\tgl_Layer = eye;\n");
// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
@ -303,12 +304,12 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, API_TYPE ApiType, bool first_vertex)
const char* vertex, APIType ApiType, bool first_vertex)
{
if (uid_data->wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("\tgl_Position = %s.pos;\n", vertex);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
@ -318,19 +319,18 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
out.Write("\tps.o = %s;\n", vertex);
}
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
out.Write("\tEmitVertex();\n");
else
out.Write("\toutput.Append(ps);\n");
}
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
API_TYPE ApiType)
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType)
{
if (uid_data->wireframe)
EmitVertex(out, uid_data, "first", ApiType);
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
out.Write("\tEndPrimitive();\n");
else
out.Write("\toutput.RestartStrip();\n");

View File

@ -6,7 +6,8 @@
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
enum class APIType;
#pragma pack(1)
@ -31,5 +32,5 @@ struct geometry_shader_uid_data
typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_uid_data* uid_data);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data);
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type);

View File

@ -15,6 +15,7 @@
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" // for texture projection mode
@ -335,16 +336,16 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
API_TYPE ApiType);
APIType ApiType);
static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
int shift);
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, API_TYPE ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, API_TYPE ApiType,
bool stereo, APIType ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
@ -379,7 +380,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
"int3 itrunc(float3 x) { return int3(trunc(x)); }\n"
"int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n");
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
}
@ -392,7 +393,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
}
out.Write("\n");
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140%s) uniform PSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
@ -419,7 +420,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
{
out.Write("%s", s_lighting_struct);
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140%s) uniform VSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
@ -434,7 +435,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
if (uid_data->bounding_box)
{
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140, binding = 3) buffer BBox {\n"
"\tint4 bbox_data;\n"
@ -487,7 +488,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
// ARB_image_load_store extension yet.
// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
// This is a #define which signals whatever early-z method the driver supports.
out.Write("FORCE_EARLY_Z; \n");
@ -509,7 +510,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
warn_once = false;
}
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
out.Write("out vec4 ocol0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
@ -715,7 +716,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
// Opengl has reversed vertical screenspace coordinates
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
out.Write("\tscreenpos.y = %i.0 - screenpos.y;\n", EFB_HEIGHT);
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
@ -735,7 +736,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
}
else
{
if (ApiType == API_D3D)
if (ApiType == APIType::D3D)
out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
@ -749,7 +750,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
// Note: z-textures are not written to depth buffer if early depth test is used
if (uid_data->per_pixel_depth && uid_data->early_ztest)
{
if (ApiType == API_D3D)
if (ApiType == APIType::D3D)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
@ -770,7 +771,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
if (uid_data->per_pixel_depth && uid_data->late_ztest)
{
if (ApiType == API_D3D)
if (ApiType == APIType::D3D)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
@ -800,7 +801,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
if (uid_data->bounding_box)
{
const char* atomic_op = ApiType == API_OPENGL ? "atomic" : "Interlocked";
const char* atomic_op = ApiType == APIType::OpenGL ? "atomic" : "Interlocked";
out.Write("\tif(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n"
"\tif(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n"
"\tif(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n"
@ -814,7 +815,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
API_TYPE ApiType)
APIType ApiType)
{
auto& stage = uid_data->stagehash[n];
out.Write("\n\t// TEV stage %d\n", n);
@ -1142,11 +1143,11 @@ static void WriteTevRegular(ShaderCode& out, const char* components, int bias, i
}
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, API_TYPE ApiType)
bool stereo, APIType ApiType)
{
out.SetConstantsUsed(C_TEXDIMS + texmap, C_TEXDIMS + texmap);
if (ApiType == API_D3D)
if (ApiType == APIType::D3D)
out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS
"[%d].xy, %s))).%s;\n",
texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
@ -1173,7 +1174,7 @@ static const char* tevAlphaFunclogicTable[] = {
" == " // xnor
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, API_TYPE ApiType,
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
{
static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
@ -1204,13 +1205,13 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
out.Write("\t\tdepth = %s;\n", (ApiType == API_D3D) ? "0.0" : "1.0");
out.Write("\t\tdepth = %s;\n", (ApiType == APIType::D3D) ? "0.0" : "1.0");
// ZCOMPLOC HACK:
if (!uid_data->alpha_test_use_zcomploc_hack)
{
out.Write("\t\tdiscard;\n");
if (ApiType != API_D3D)
if (ApiType != APIType::D3D)
out.Write("\t\treturn;\n");
}

View File

@ -7,7 +7,8 @@
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
enum class APIType;
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
@ -165,6 +166,6 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
const pixel_shader_uid_data* uid_data);
PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);

View File

@ -156,16 +156,16 @@ private:
};
template <class T>
inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier,
const char* type, const char* name, int var_index,
const char* semantic = "", int semantic_index = -1)
inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type,
const char* name, int var_index, const char* semantic = "",
int semantic_index = -1)
{
object.Write("\t%s %s %s", qualifier, type, name);
if (var_index != -1)
object.Write("%d", var_index);
if (api_type == API_D3D && strlen(semantic) > 0)
if (api_type == APIType::D3D && strlen(semantic) > 0)
{
if (semantic_index != -1)
object.Write(" : %s%d", semantic, semantic_index);
@ -177,7 +177,7 @@ inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifi
}
template <class T>
inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, u32 texgens,
inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
bool per_pixel_lighting, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");

View File

@ -30,7 +30,7 @@ std::string Statistics::ToString()
{
std::string str;
if (g_ActiveConfig.backend_info.APIType == API_TYPE::API_NONE)
if (g_ActiveConfig.backend_info.api_type == APIType::Nothing)
{
str += StringFromFormat("Objects: %i\n", stats.thisFrame.numDrawnObjects);
str += StringFromFormat("Vertices Loaded: %i\n", stats.thisFrame.numVerticesLoaded);

View File

@ -11,6 +11,7 @@
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoCommon.h"
#define WRITE p += sprintf
@ -76,7 +77,7 @@ u16 GetEncodedSampleCount(u32 format)
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
{
// left, top, of source rectangle within source texture
// width of the destination rectangle, scale_factor (1 or 2)
@ -86,7 +87,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
int blkH = TexDecoder_GetBlockHeightInTexels(format);
int samples = GetEncodedSampleCount(format);
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
WRITE(p, "#define samp0 samp9\n");
WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");
@ -134,7 +135,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
// pixel)
WRITE(p, " uv0 += float2(position.xy);\n"); // move to copied rect
WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normalize to [0:1]
if (ApiType == API_OPENGL) // ogl has to flip up and down
if (ApiType == APIType::OpenGL) // ogl has to flip up and down
{
WRITE(p, " uv0.y = 1.0-uv0.y;\n");
}
@ -143,9 +144,9 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
}
static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,
API_TYPE ApiType, bool depth = false)
APIType ApiType, bool depth = false)
{
if (ApiType == API_OPENGL)
if (ApiType == APIType::OpenGL)
{
WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n", dest,
xoffset, colorComp);
@ -184,7 +185,7 @@ static void WriteEncoderEnd(char*& p)
IntensityConstantAdded = false;
}
static void WriteI8Encoder(char*& p, API_TYPE ApiType)
static void WriteI8Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_I8, ApiType);
WRITE(p, " float3 texSample;\n");
@ -206,7 +207,7 @@ static void WriteI8Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteI4Encoder(char*& p, API_TYPE ApiType)
static void WriteI4Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_I4, ApiType);
WRITE(p, " float3 texSample;\n");
@ -247,7 +248,7 @@ static void WriteI4Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteIA8Encoder(char*& p, API_TYPE ApiType)
static void WriteIA8Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_IA8, ApiType);
WRITE(p, " float4 texSample;\n");
@ -265,7 +266,7 @@ static void WriteIA8Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteIA4Encoder(char*& p, API_TYPE ApiType)
static void WriteIA4Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_IA4, ApiType);
WRITE(p, " float4 texSample;\n");
@ -297,7 +298,7 @@ static void WriteIA4Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteRGB565Encoder(char*& p, API_TYPE ApiType)
static void WriteRGB565Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_RGB565, ApiType);
@ -320,7 +321,7 @@ static void WriteRGB565Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteRGB5A3Encoder(char*& p, API_TYPE ApiType)
static void WriteRGB5A3Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_RGB5A3, ApiType);
@ -384,7 +385,7 @@ static void WriteRGB5A3Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteRGBA8Encoder(char*& p, API_TYPE ApiType)
static void WriteRGBA8Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_RGBA8, ApiType);
@ -409,7 +410,7 @@ static void WriteRGBA8Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteC4Encoder(char*& p, const char* comp, API_TYPE ApiType, bool depth = false)
static void WriteC4Encoder(char*& p, const char* comp, APIType ApiType, bool depth = false)
{
WriteSwizzler(p, GX_CTF_R4, ApiType);
WRITE(p, " float4 color0;\n");
@ -431,7 +432,7 @@ static void WriteC4Encoder(char*& p, const char* comp, API_TYPE ApiType, bool de
WriteEncoderEnd(p);
}
static void WriteC8Encoder(char*& p, const char* comp, API_TYPE ApiType, bool depth = false)
static void WriteC8Encoder(char*& p, const char* comp, APIType ApiType, bool depth = false)
{
WriteSwizzler(p, GX_CTF_R8, ApiType);
@ -443,7 +444,7 @@ static void WriteC8Encoder(char*& p, const char* comp, API_TYPE ApiType, bool de
WriteEncoderEnd(p);
}
static void WriteCC4Encoder(char*& p, const char* comp, API_TYPE ApiType)
static void WriteCC4Encoder(char*& p, const char* comp, APIType ApiType)
{
WriteSwizzler(p, GX_CTF_RA4, ApiType);
WRITE(p, " float2 texSample;\n");
@ -473,7 +474,7 @@ static void WriteCC4Encoder(char*& p, const char* comp, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteCC8Encoder(char*& p, const char* comp, API_TYPE ApiType)
static void WriteCC8Encoder(char*& p, const char* comp, APIType ApiType)
{
WriteSwizzler(p, GX_CTF_RA8, ApiType);
@ -483,7 +484,7 @@ static void WriteCC8Encoder(char*& p, const char* comp, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteZ8Encoder(char*& p, const char* multiplier, API_TYPE ApiType)
static void WriteZ8Encoder(char*& p, const char* multiplier, APIType ApiType)
{
WriteSwizzler(p, GX_CTF_Z8M, ApiType);
@ -504,7 +505,7 @@ static void WriteZ8Encoder(char*& p, const char* multiplier, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteZ16Encoder(char*& p, API_TYPE ApiType)
static void WriteZ16Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_Z16, ApiType);
@ -536,7 +537,7 @@ static void WriteZ16Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteZ16LEncoder(char*& p, API_TYPE ApiType)
static void WriteZ16LEncoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_CTF_Z16L, ApiType);
@ -572,7 +573,7 @@ static void WriteZ16LEncoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
static void WriteZ24Encoder(char*& p, APIType ApiType)
{
WriteSwizzler(p, GX_TF_Z24X8, ApiType);
@ -612,7 +613,7 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
WriteEncoderEnd(p);
}
const char* GenerateEncodingShader(u32 format, API_TYPE ApiType)
const char* GenerateEncodingShader(u32 format, APIType ApiType)
{
text[sizeof(text) - 1] = 0x7C; // canary

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@ -5,11 +5,12 @@
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/VideoCommon.h"
enum class APIType;
namespace TextureConversionShader
{
u16 GetEncodedSampleCount(u32 format);
const char* GenerateEncodingShader(u32 format, API_TYPE ApiType = API_OPENGL);
const char* GenerateEncodingShader(u32 format, APIType ApiType);
}

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@ -12,6 +12,7 @@
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
VertexShaderUid GetVertexShaderUid()
@ -78,13 +79,13 @@ VertexShaderUid GetVertexShaderUid()
return out;
}
ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_data* uid_data)
ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data)
{
ShaderCode out;
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == API_OPENGL)
if (api_type == APIType::OpenGL)
out.Write("layout(std140%s) uniform VSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
@ -96,7 +97,7 @@ ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_d
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
out.Write("};\n");
if (api_type == API_OPENGL)
if (api_type == APIType::OpenGL)
{
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX)
@ -430,7 +431,7 @@ ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_d
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
if (api_type == API_OPENGL)
if (api_type == APIType::OpenGL)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{

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@ -7,7 +7,8 @@
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
enum class APIType;
// TODO should be reordered
#define SHADER_POSITION_ATTRIB 0
@ -67,4 +68,4 @@ struct vertex_shader_uid_data
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_data* uid_data);
ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data);

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@ -69,11 +69,11 @@ struct TargetRectangle : public MathUtil::Rectangle<int>
#define LOG_VTX()
enum API_TYPE
enum class APIType
{
API_OPENGL = 1,
API_D3D = 2,
API_NONE = 3
OpenGL,
D3D,
Nothing
};
inline u32 RGBA8ToRGBA6ToRGBA8(u32 src)

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@ -39,7 +39,7 @@ VideoConfig::VideoConfig()
fAspectRatioHackH = 1;
// disable all features by default
backend_info.APIType = API_NONE;
backend_info.api_type = APIType::Nothing;
backend_info.bSupportsExclusiveFullscreen = false;
}

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@ -145,7 +145,7 @@ struct VideoConfig final
// TODO: Move this out of VideoConfig
struct
{
API_TYPE APIType;
APIType api_type;
std::vector<std::string> Adapters; // for D3D
std::vector<int> AAModes;