From df74ff3c8be9e9c6cf214affa15412b5bd108a4f Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 26 Dec 2018 02:08:32 -0300 Subject: [PATCH] gl_shader_gen: Fixup code formatting --- .../renderer_opengl/gl_shader_decompiler.cpp | 2 +- .../renderer_opengl/gl_shader_gen.cpp | 38 ++++++++++--------- 2 files changed, 22 insertions(+), 18 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 4ded51074..bff6b0b0e 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1531,7 +1531,7 @@ std::string GetCommonDeclarations() { "}\n\n" "vec2 toHalf2(float value) {\n" " return unpackHalf2x16(ftou(value));\n" - "}\n\n"; + "}\n"; } ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) { diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index a3f39152c..446d1a93f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -21,8 +21,8 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) { const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); std::string out = "#version 430 core\n"; - out += "// Shader Unique Id: VS" + id + '\n'; - out += "#extension GL_ARB_separate_shader_objects : enable\n"; + out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; + out += "// Shader Unique Id: VS" + id + "\n\n"; out += GetCommonDeclarations(); out += R"( @@ -33,6 +33,7 @@ layout(std140) uniform vs_config { uvec4 config_pack; // instance_id, flip_stage, y_direction, padding uvec4 alpha_test; }; + )"; ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); 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. const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); - std::string out = "// Shader Unique Id: GS" + id + '\n'; - out += "#extension GL_ARB_separate_shader_objects : enable\n"; + std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; + out += "// Shader Unique Id: GS" + id + "\n\n"; 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 (std140) uniform gs_config { @@ -92,8 +94,8 @@ layout (std140) uniform gs_config { uvec4 config_pack; // instance_id, flip_stage, y_direction, padding uvec4 alpha_test; }; -)"; +)"; ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ProgramResult program = 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); std::string out = "#version 430 core\n"; - out += "// Shader Unique Id: FS" + id + '\n'; - out += "#extension GL_ARB_separate_shader_objects : enable\n"; + out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; + out += "// Shader Unique Id: FS" + id + "\n\n"; out += GetCommonDeclarations(); out += R"( -layout(location = 0) out vec4 FragColor0; -layout(location = 1) out vec4 FragColor1; -layout(location = 2) out vec4 FragColor2; -layout(location = 3) out vec4 FragColor3; -layout(location = 4) out vec4 FragColor4; -layout(location = 5) out vec4 FragColor5; -layout(location = 6) out vec4 FragColor6; -layout(location = 7) out vec4 FragColor7; +layout (location = 0) out vec4 FragColor0; +layout (location = 1) out vec4 FragColor1; +layout (location = 2) out vec4 FragColor2; +layout (location = 3) out vec4 FragColor3; +layout (location = 4) out vec4 FragColor4; +layout (location = 5) out vec4 FragColor5; +layout (location = 6) out vec4 FragColor6; +layout (location = 7) out vec4 FragColor7; layout (location = 0) in vec4 position; @@ -155,8 +157,9 @@ bool AlphaFunc(in float value) { default: return false; } -})"; +} +)"; ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment"); @@ -171,4 +174,5 @@ void main() { )"; return {out, program.second}; } + } // namespace OpenGL::GLShader \ No newline at end of file