dolphin/Source/Core/VideoCommon/UberShaderCommon.h
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00

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C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <string_view>
#include <fmt/format.h>
#include "Common/CommonTypes.h"
class ShaderCode;
enum class APIType;
union ShaderHostConfig;
namespace UberShader
{
// Common functions across all ubershaders
void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config);
// Vertex lighting
void WriteLightingFunction(ShaderCode& out);
void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_pos_var,
const char* normal_var, const char* in_color_0_var,
const char* in_color_1_var, const char* out_color_0_var,
const char* out_color_1_var);
// bitfieldExtract generator for BitField types
template <typename T>
std::string BitfieldExtract(std::string_view source, T type)
{
return fmt::format("bitfieldExtract({}, {}, {})", source, static_cast<u32>(type.StartBit()),
static_cast<u32>(type.NumBits()));
}
} // namespace UberShader