glsl_shader_decompiler: Add AddNewLine() function to ShaderWriter
Avoids constructing a std::string just to append a newline character
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aa26baa3db
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412b31ad72
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@ -114,13 +114,19 @@ public:
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if (!text.empty()) {
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AppendIndentation();
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}
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shader_source += text + '\n';
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shader_source += text;
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AddNewLine();
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}
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void AddLine(char character) {
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DEBUG_ASSERT(scope >= 0);
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AppendIndentation();
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shader_source += character;
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AddNewLine();
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}
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void AddNewLine() {
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DEBUG_ASSERT(scope >= 0);
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shader_source += '\n';
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}
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@ -475,7 +481,7 @@ private:
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for (const auto& subroutine : subroutines) {
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shader.AddLine("bool " + subroutine.GetName() + "();");
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}
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shader.AddLine("");
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shader.AddNewLine();
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// Add the main entry point
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shader.AddLine("bool exec_shader() {");
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@ -552,7 +558,7 @@ private:
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for (const auto& reg : declr_register) {
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declarations.AddLine("float " + reg + " = 0.0;");
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}
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declarations.AddLine("");
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declarations.AddNewLine();
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for (const auto& index : declr_input_attribute) {
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// TODO(bunnei): Use proper number of elements for these
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@ -561,7 +567,7 @@ private:
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static_cast<u32>(Attribute::Index::Attribute_0)) +
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") in vec4 " + GetInputAttribute(index) + ";");
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}
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declarations.AddLine("");
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declarations.AddNewLine();
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for (const auto& index : declr_output_attribute) {
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// TODO(bunnei): Use proper number of elements for these
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@ -570,7 +576,7 @@ private:
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static_cast<u32>(Attribute::Index::Attribute_0)) +
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") out vec4 " + GetOutputAttribute(index) + ";");
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}
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declarations.AddLine("");
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declarations.AddNewLine();
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unsigned const_buffer_layout = 0;
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for (const auto& entry : GetConstBuffersDeclarations()) {
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@ -578,7 +584,7 @@ private:
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declarations.AddLine('{');
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declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
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declarations.AddLine("};");
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declarations.AddLine("");
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declarations.AddNewLine();
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++const_buffer_layout;
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}
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}
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