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https://github.com/yuzu-emu/yuzu-android
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gl_shader_gen: Fixup code formatting
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@ -1531,7 +1531,7 @@ std::string GetCommonDeclarations() {
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"}\n\n"
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"}\n\n"
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"vec2 toHalf2(float value) {\n"
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"vec2 toHalf2(float value) {\n"
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" return unpackHalf2x16(ftou(value));\n"
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" return unpackHalf2x16(ftou(value));\n"
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"}\n\n";
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"}\n";
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}
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}
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ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) {
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ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) {
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@ -21,8 +21,8 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#version 430 core\n";
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std::string out = "#version 430 core\n";
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out += "// Shader Unique Id: VS" + id + '\n';
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "// Shader Unique Id: VS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(
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out += R"(
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@ -33,6 +33,7 @@ layout(std140) uniform vs_config {
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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uvec4 alpha_test;
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};
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};
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)";
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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@ -80,11 +81,12 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "// Shader Unique Id: GS" + id + '\n';
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "// Shader Unique Id: GS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(layout (location = 0) in vec4 gs_position[];
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out += R"(
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layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (location = 0) out vec4 position;
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layout (std140) uniform gs_config {
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layout (std140) uniform gs_config {
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@ -92,8 +94,8 @@ layout (std140) uniform gs_config {
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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uvec4 alpha_test;
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};
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};
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)";
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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@ -111,19 +113,19 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#version 430 core\n";
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std::string out = "#version 430 core\n";
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out += "// Shader Unique Id: FS" + id + '\n';
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += "// Shader Unique Id: FS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += GetCommonDeclarations();
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out += R"(
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out += R"(
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layout(location = 0) out vec4 FragColor0;
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layout (location = 0) out vec4 FragColor0;
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layout(location = 1) out vec4 FragColor1;
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layout (location = 1) out vec4 FragColor1;
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layout(location = 2) out vec4 FragColor2;
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layout (location = 2) out vec4 FragColor2;
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layout(location = 3) out vec4 FragColor3;
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layout (location = 3) out vec4 FragColor3;
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layout(location = 4) out vec4 FragColor4;
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layout (location = 4) out vec4 FragColor4;
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layout(location = 5) out vec4 FragColor5;
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layout (location = 5) out vec4 FragColor5;
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layout(location = 6) out vec4 FragColor6;
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layout (location = 6) out vec4 FragColor6;
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layout(location = 7) out vec4 FragColor7;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 0) in vec4 position;
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layout (location = 0) in vec4 position;
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@ -155,8 +157,9 @@ bool AlphaFunc(in float value) {
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default:
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default:
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return false;
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return false;
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}
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}
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})";
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}
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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@ -171,4 +174,5 @@ void main() {
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)";
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)";
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return {out, program.second};
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return {out, program.second};
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}
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}
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} // namespace OpenGL::GLShader
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} // namespace OpenGL::GLShader
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