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ShaderGenCommon: Add WriteSwitch
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@ -13,10 +13,11 @@
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "Common/StringUtil.h"
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#include "Common/TypeUtils.h"
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enum class APIType;
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#include "VideoCommon/VideoCommon.h"
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/**
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* Common interface for classes that need to go through the shader generation path
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@ -210,6 +211,64 @@ std::string BitfieldExtract(std::string_view source)
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static_cast<u32>(BitFieldT::NumBits()));
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}
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template <auto last_member, typename = decltype(last_member)>
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void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable,
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const Common::EnumMap<std::string_view, last_member>& values, int indent,
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bool break_)
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{
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const bool make_switch = (ApiType == APIType::D3D);
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// The second template argument is needed to avoid compile errors from ambiguity with multiple
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// enums with the same number of members in GCC prior to 8. See https://godbolt.org/z/xcKaW1seW
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// and https://godbolt.org/z/hz7Yqq1P5
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using enum_type = decltype(last_member);
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// {:{}} is used to indent by formatting an empty string with a variable width
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if (make_switch)
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{
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out.Write("{:{}}switch ({}) {{\n", "", indent, variable);
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for (u32 i = 0; i <= static_cast<u32>(last_member); i++)
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{
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const enum_type key = static_cast<enum_type>(i);
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// Assumes existence of an EnumFormatter
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out.Write("{:{}}case {:s}:\n", "", indent, key);
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// Note that this indentation behaves poorly for multi-line code
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if (!values[key].empty())
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out.Write("{:{}} {}\n", "", indent, values[key]);
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if (break_)
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out.Write("{:{}} break;\n", "", indent);
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}
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out.Write("{:{}}}}\n", "", indent);
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}
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else
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{
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// Generate a tree of if statements recursively
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// std::function must be used because auto won't capture before initialization and thus can't be
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// used recursively
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std::function<void(u32, u32, u32)> BuildTree = [&](u32 cur_indent, u32 low, u32 high) {
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// Each generated statement is for low <= x < high
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if (high == low + 1)
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{
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// Down to 1 case (low <= x < low + 1 means x == low)
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const enum_type key = static_cast<enum_type>(low);
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// Note that this indentation behaves poorly for multi-line code
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out.Write("{:{}}{} // {}\n", "", cur_indent, values[key], key);
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}
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else
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{
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u32 mid = low + ((high - low) / 2);
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out.Write("{:{}}if ({} < {}u) {{\n", "", cur_indent, variable, mid);
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BuildTree(cur_indent + 2, low, mid);
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out.Write("{:{}}}} else {{\n", "", cur_indent);
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BuildTree(cur_indent + 2, mid, high);
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out.Write("{:{}}}}\n", "", cur_indent);
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}
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};
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BuildTree(indent, 0, static_cast<u32>(last_member) + 1);
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}
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}
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// Constant variable names
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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