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gl_shader_gen: Fixup code formatting

This commit is contained in:
ReinUsesLisp 2018-12-26 02:08:32 -03:00
parent af5d7e2c49
commit df74ff3c8b
2 changed files with 22 additions and 18 deletions

View File

@ -1531,7 +1531,7 @@ std::string GetCommonDeclarations() {
"}\n\n" "}\n\n"
"vec2 toHalf2(float value) {\n" "vec2 toHalf2(float value) {\n"
" return unpackHalf2x16(ftou(value));\n" " return unpackHalf2x16(ftou(value));\n"
"}\n\n"; "}\n";
} }
ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) { ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) {

View File

@ -21,8 +21,8 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n"; std::string out = "#version 430 core\n";
out += "// Shader Unique Id: VS" + id + '\n'; out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n"; out += "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations(); out += GetCommonDeclarations();
out += R"( out += R"(
@ -33,6 +33,7 @@ layout(std140) uniform vs_config {
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test; uvec4 alpha_test;
}; };
)"; )";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex"); ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
@ -80,11 +81,12 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
// Version is intentionally skipped in shader generation, it's added by the lazy compilation. // Version is intentionally skipped in shader generation, it's added by the lazy compilation.
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "// Shader Unique Id: GS" + id + '\n'; std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n"; out += "// Shader Unique Id: GS" + id + "\n\n";
out += GetCommonDeclarations(); out += GetCommonDeclarations();
out += R"(layout (location = 0) in vec4 gs_position[]; out += R"(
layout (location = 0) in vec4 gs_position[];
layout (location = 0) out vec4 position; layout (location = 0) out vec4 position;
layout (std140) uniform gs_config { layout (std140) uniform gs_config {
@ -92,8 +94,8 @@ layout (std140) uniform gs_config {
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test; uvec4 alpha_test;
}; };
)";
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program = ProgramResult program =
Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry"); Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
@ -111,19 +113,19 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n"; std::string out = "#version 430 core\n";
out += "// Shader Unique Id: FS" + id + '\n'; out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "#extension GL_ARB_separate_shader_objects : enable\n"; out += "// Shader Unique Id: FS" + id + "\n\n";
out += GetCommonDeclarations(); out += GetCommonDeclarations();
out += R"( out += R"(
layout(location = 0) out vec4 FragColor0; layout (location = 0) out vec4 FragColor0;
layout(location = 1) out vec4 FragColor1; layout (location = 1) out vec4 FragColor1;
layout(location = 2) out vec4 FragColor2; layout (location = 2) out vec4 FragColor2;
layout(location = 3) out vec4 FragColor3; layout (location = 3) out vec4 FragColor3;
layout(location = 4) out vec4 FragColor4; layout (location = 4) out vec4 FragColor4;
layout(location = 5) out vec4 FragColor5; layout (location = 5) out vec4 FragColor5;
layout(location = 6) out vec4 FragColor6; layout (location = 6) out vec4 FragColor6;
layout(location = 7) out vec4 FragColor7; layout (location = 7) out vec4 FragColor7;
layout (location = 0) in vec4 position; layout (location = 0) in vec4 position;
@ -155,8 +157,9 @@ bool AlphaFunc(in float value) {
default: default:
return false; return false;
} }
})"; }
)";
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program = ProgramResult program =
Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment"); Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
@ -171,4 +174,5 @@ void main() {
)"; )";
return {out, program.second}; return {out, program.second};
} }
} // namespace OpenGL::GLShader } // namespace OpenGL::GLShader