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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
ShaderGenCommon: Rename WriteFmt() to Write()
Now that we've converted all of the shader generators over to using fmt, we can drop the old Write() member function and perform a rename operation on the WriteFmt() to turn it into the new Write() function. All changes within this are the removal of a <cstdarg> header, since the previous printf-based Write() required it, and renaming. No functional changes are made at all.
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@ -24,54 +24,53 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.WriteFmt("attn = 1.0;\n");
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object.WriteFmt("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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break;
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case LIGHTATTN_SPEC:
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object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.WriteFmt("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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".xyz)) : 0.0;\n",
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LIGHT_DIR_PARAMS(index));
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object.WriteFmt("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.WriteFmt("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.WriteFmt("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n");
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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".xyz)) : 0.0;\n",
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LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.Write("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
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(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n");
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break;
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case LIGHTATTN_SPOT:
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object.WriteFmt("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.WriteFmt("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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LIGHT_DIR_PARAMS(index));
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object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
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object.WriteFmt("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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LIGHT_DISTATT_PARAMS(index));
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break;
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}
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switch (diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.WriteFmt("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
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swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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object.Write("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
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swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.WriteFmt("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL
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")));\n",
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swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL ")));\n",
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swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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default:
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ASSERT(0);
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}
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object.WriteFmt("\n");
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object.Write("\n");
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}
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// vertex shader
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@ -84,21 +83,21 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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{
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for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
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{
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object.WriteFmt("{{\n");
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object.Write("{{\n");
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const bool colormatsource = !!(uid_data.matsource & (1 << j));
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if (colormatsource) // from vertex
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{
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if ((components & (VB_HAS_COL0 << j)) != 0)
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object.WriteFmt("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
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object.Write("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
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else if ((components & VB_HAS_COL0) != 0)
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object.WriteFmt("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
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object.Write("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
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else
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object.WriteFmt("int4 mat = int4(255, 255, 255, 255);\n");
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object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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}
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else // from color
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{
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object.WriteFmt("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
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object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
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}
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if ((uid_data.enablelighting & (1 << j)) != 0)
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@ -107,28 +106,28 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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{
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if ((components & (VB_HAS_COL0 << j)) != 0)
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{
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object.WriteFmt("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
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object.Write("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
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}
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else if ((components & VB_HAS_COL0) != 0)
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{
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object.WriteFmt("lacc = int4(round({}0 * 255.0));\n", in_color_name);
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object.Write("lacc = int4(round({}0 * 255.0));\n", in_color_name);
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}
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else
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{
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// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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// but the vertex itself has no color. So we don't know which value to read.
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// Returning 1.0 is the same as disabled lightning, so this could be fine
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object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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}
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else // from color
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{
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object.WriteFmt("lacc = {}[{}];\n", I_MATERIALS, j);
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object.Write("lacc = {}[{}];\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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// check if alpha is different
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@ -138,15 +137,15 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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if (alphamatsource) // from vertex
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{
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if ((components & (VB_HAS_COL0 << j)) != 0)
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object.WriteFmt("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
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object.Write("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
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else if ((components & VB_HAS_COL0) != 0)
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object.WriteFmt("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
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object.Write("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
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else
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object.WriteFmt("mat.w = 255;\n");
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object.Write("mat.w = 255;\n");
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}
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else // from color
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{
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object.WriteFmt("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
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object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
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}
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}
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@ -156,26 +155,26 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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{
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if ((components & (VB_HAS_COL0 << j)) != 0)
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{
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object.WriteFmt("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
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object.Write("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
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}
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else if ((components & VB_HAS_COL0) != 0)
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{
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object.WriteFmt("lacc.w = int(round({}0.w * 255.0));\n", in_color_name);
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object.Write("lacc.w = int(round({}0.w * 255.0));\n", in_color_name);
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}
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else
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{
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// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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object.WriteFmt("lacc.w = 255;\n");
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object.Write("lacc.w = 255;\n");
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}
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}
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else // from color
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{
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object.WriteFmt("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
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object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.WriteFmt("lacc.w = 255;\n");
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object.Write("lacc.w = 255;\n");
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}
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if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
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@ -194,9 +193,9 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
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GenerateLightShader(object, uid_data, i, j + 2, true);
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}
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}
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object.WriteFmt("lacc = clamp(lacc, 0, 255);\n");
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object.WriteFmt("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.WriteFmt("}}\n");
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object.Write("lacc = clamp(lacc, 0, 255);\n");
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object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("}}\n");
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}
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}
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