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.
This commit is contained in:
Lioncash
2020-11-09 02:23:32 -05:00
parent a9ef7e0e43
commit a5b28f1f07
12 changed files with 2340 additions and 2381 deletions

View File

@ -91,20 +91,20 @@ static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string
std::string_view type, std::string_view name, int var_index,
std::string_view semantic = {}, int semantic_index = -1)
{
object.WriteFmt("\t{} {} {}", qualifier, type, name);
object.Write("\t{} {} {}", qualifier, type, name);
if (var_index != -1)
object.WriteFmt("{}", var_index);
object.Write("{}", var_index);
if (api_type == APIType::D3D && !semantic.empty())
{
if (semantic_index != -1)
object.WriteFmt(" : {}{}", semantic, semantic_index);
object.Write(" : {}{}", semantic, semantic_index);
else
object.WriteFmt(" : {}", semantic);
object.Write(" : {}", semantic);
}
object.WriteFmt(";\n");
object.Write(";\n");
}
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
@ -138,26 +138,26 @@ void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config)
{
object.WriteFmt("\t{}.pos = {}.pos;\n", a, b);
object.WriteFmt("\t{}.colors_0 = {}.colors_0;\n", a, b);
object.WriteFmt("\t{}.colors_1 = {}.colors_1;\n", a, b);
object.Write("\t{}.pos = {}.pos;\n", a, b);
object.Write("\t{}.colors_0 = {}.colors_0;\n", a, b);
object.Write("\t{}.colors_1 = {}.colors_1;\n", a, b);
for (unsigned int i = 0; i < texgens; ++i)
object.WriteFmt("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
object.Write("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
if (!host_config.fast_depth_calc)
object.WriteFmt("\t{}.clipPos = {}.clipPos;\n", a, b);
object.Write("\t{}.clipPos = {}.clipPos;\n", a, b);
if (host_config.per_pixel_lighting)
{
object.WriteFmt("\t{}.Normal = {}.Normal;\n", a, b);
object.WriteFmt("\t{}.WorldPos = {}.WorldPos;\n", a, b);
object.Write("\t{}.Normal = {}.Normal;\n", a, b);
object.Write("\t{}.WorldPos = {}.WorldPos;\n", a, b);
}
if (host_config.backend_geometry_shaders)
{
object.WriteFmt("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
object.WriteFmt("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
object.Write("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
object.Write("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
}
}