mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-13 00:58:29 +02:00
ShaderGenCommon: Rename WriteFmt() to Write()
Now that we've converted all of the shader generators over to using fmt, we can drop the old Write() member function and perform a rename operation on the WriteFmt() to turn it into the new Write() function. All changes within this are the removal of a <cstdarg> header, since the previous printf-based Write() required it, and renaming. No functional changes are made at all.
This commit is contained in:
@ -27,9 +27,9 @@ APIType GetAPIType()
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void EmitUniformBufferDeclaration(ShaderCode& code)
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{
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if (GetAPIType() == APIType::D3D)
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code.WriteFmt("cbuffer PSBlock : register(b0)\n");
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code.Write("cbuffer PSBlock : register(b0)\n");
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else
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code.WriteFmt("UBO_BINDING(std140, 1) uniform PSBlock\n");
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code.Write("UBO_BINDING(std140, 1) uniform PSBlock\n");
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}
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void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1,
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@ -43,8 +43,8 @@ void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1,
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for (u32 i = start; i < end; i++)
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{
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code.WriteFmt("{} tex{} : register(t{});\n", array_type, i, i);
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code.WriteFmt("SamplerState samp{} : register(s{});\n", i, i);
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code.Write("{} tex{} : register(t{});\n", array_type, i, i);
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code.Write("SamplerState samp{} : register(s{});\n", i, i);
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}
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}
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break;
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@ -56,7 +56,7 @@ void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1,
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for (u32 i = start; i < end; i++)
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{
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code.WriteFmt("SAMPLER_BINDING({}) uniform {} samp{};\n", i, array_type, i);
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code.Write("SAMPLER_BINDING({}) uniform {} samp{};\n", i, array_type, i);
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}
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}
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break;
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@ -70,12 +70,12 @@ void EmitSampleTexture(ShaderCode& code, u32 n, std::string_view coords)
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switch (GetAPIType())
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{
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case APIType::D3D:
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code.WriteFmt("tex{}.Sample(samp{}, {})", n, n, coords);
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code.Write("tex{}.Sample(samp{}, {})", n, n, coords);
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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code.WriteFmt("texture(samp{}, {})", n, coords);
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code.Write("texture(samp{}, {})", n, coords);
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break;
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default:
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@ -90,12 +90,12 @@ void EmitTextureLoad(ShaderCode& code, u32 n, std::string_view coords)
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switch (GetAPIType())
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{
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case APIType::D3D:
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code.WriteFmt("tex{}.Load({})", n, coords);
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code.Write("tex{}.Load({})", n, coords);
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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code.WriteFmt("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords);
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code.Write("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords);
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break;
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default:
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@ -111,19 +111,19 @@ void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_col
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{
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case APIType::D3D:
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{
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code.WriteFmt("void main(");
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code.Write("void main(");
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for (u32 i = 0; i < num_tex_inputs; i++)
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code.WriteFmt("in float3 rawtex{} : TEXCOORD{}, ", i, i);
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code.Write("in float3 rawtex{} : TEXCOORD{}, ", i, i);
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for (u32 i = 0; i < num_color_inputs; i++)
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code.WriteFmt("in float4 rawcolor{} : COLOR{}, ", i, i);
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code.Write("in float4 rawcolor{} : COLOR{}, ", i, i);
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if (position_input)
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code.WriteFmt("in float4 rawpos : POSITION, ");
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code.WriteFmt("{}", extra_inputs);
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code.Write("in float4 rawpos : POSITION, ");
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code.Write("{}", extra_inputs);
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for (u32 i = 0; i < num_tex_outputs; i++)
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code.WriteFmt("out float3 v_tex{} : TEXCOORD{}, ", i, i);
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code.Write("out float3 v_tex{} : TEXCOORD{}, ", i, i);
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for (u32 i = 0; i < num_color_outputs; i++)
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code.WriteFmt("out float4 v_col{} : COLOR{}, ", i, i);
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code.WriteFmt("out float4 opos : SV_Position)\n");
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code.Write("out float4 v_col{} : COLOR{}, ", i, i);
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code.Write("out float4 opos : SV_Position)\n");
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}
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break;
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@ -133,35 +133,35 @@ void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_col
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for (u32 i = 0; i < num_tex_inputs; i++)
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{
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const auto attribute = SHADER_TEXTURE0_ATTRIB + i;
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code.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", attribute, i);
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code.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", attribute, i);
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}
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for (u32 i = 0; i < num_color_inputs; i++)
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{
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const auto attribute = SHADER_COLOR0_ATTRIB + i;
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code.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor{};\n", attribute, i);
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code.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor{};\n", attribute, i);
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}
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if (position_input)
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code.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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code.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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code.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n");
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code.Write("VARYING_LOCATION(0) out VertexData {{\n");
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for (u32 i = 0; i < num_tex_outputs; i++)
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code.WriteFmt(" float3 v_tex{};\n", i);
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code.Write(" float3 v_tex{};\n", i);
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for (u32 i = 0; i < num_color_outputs; i++)
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code.WriteFmt(" float4 v_col{};\n", i);
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code.WriteFmt("}};\n");
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code.Write(" float4 v_col{};\n", i);
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code.Write("}};\n");
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}
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else
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{
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for (u32 i = 0; i < num_tex_outputs; i++)
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code.WriteFmt("VARYING_LOCATION({}) out float3 v_tex{};\n", i, i);
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code.Write("VARYING_LOCATION({}) out float3 v_tex{};\n", i, i);
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for (u32 i = 0; i < num_color_outputs; i++)
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code.WriteFmt("VARYING_LOCATION({}) out float4 v_col{};\n", num_tex_inputs + i, i);
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code.Write("VARYING_LOCATION({}) out float4 v_col{};\n", num_tex_inputs + i, i);
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}
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code.WriteFmt("#define opos gl_Position\n");
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code.WriteFmt("{}\n", extra_inputs);
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code.WriteFmt("void main()\n");
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code.Write("#define opos gl_Position\n");
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code.Write("{}\n", extra_inputs);
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code.Write("void main()\n");
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}
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break;
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default:
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@ -177,14 +177,14 @@ void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_colo
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{
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case APIType::D3D:
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{
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code.WriteFmt("void main(");
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code.Write("void main(");
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for (u32 i = 0; i < num_tex_inputs; i++)
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code.WriteFmt("in float3 v_tex{} : TEXCOORD{}, ", i, i);
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code.Write("in float3 v_tex{} : TEXCOORD{}, ", i, i);
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for (u32 i = 0; i < num_color_inputs; i++)
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code.WriteFmt("in float4 v_col{} : COLOR{}, ", i, i);
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code.Write("in float4 v_col{} : COLOR{}, ", i, i);
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if (emit_frag_coord)
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code.WriteFmt("in float4 frag_coord : SV_Position, ");
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code.WriteFmt("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type);
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code.Write("in float4 frag_coord : SV_Position, ");
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code.Write("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type);
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}
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break;
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@ -193,26 +193,26 @@ void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_colo
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{
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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code.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n");
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code.Write("VARYING_LOCATION(0) in VertexData {{\n");
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for (u32 i = 0; i < num_tex_inputs; i++)
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code.WriteFmt(" in float3 v_tex{};\n", i);
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code.Write(" in float3 v_tex{};\n", i);
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for (u32 i = 0; i < num_color_inputs; i++)
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code.WriteFmt(" in float4 v_col{};\n", i);
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code.WriteFmt("}};\n");
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code.Write(" in float4 v_col{};\n", i);
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code.Write("}};\n");
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}
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else
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{
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for (u32 i = 0; i < num_tex_inputs; i++)
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code.WriteFmt("VARYING_LOCATION({}) in float3 v_tex{};\n", i, i);
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code.Write("VARYING_LOCATION({}) in float3 v_tex{};\n", i, i);
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for (u32 i = 0; i < num_color_inputs; i++)
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code.WriteFmt("VARYING_LOCATION({}) in float4 v_col{};\n", num_tex_inputs + i, i);
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code.Write("VARYING_LOCATION({}) in float4 v_col{};\n", num_tex_inputs + i, i);
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}
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code.WriteFmt("FRAGMENT_OUTPUT_LOCATION(0) out {} ocol0;\n", output_type);
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code.WriteFmt("{}\n", extra_vars);
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code.Write("FRAGMENT_OUTPUT_LOCATION(0) out {} ocol0;\n", output_type);
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code.Write("{}\n", extra_vars);
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if (emit_frag_coord)
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code.WriteFmt("#define frag_coord gl_FragCoord\n");
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code.WriteFmt("void main()\n");
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code.Write("#define frag_coord gl_FragCoord\n");
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code.Write("void main()\n");
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}
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break;
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@ -228,16 +228,16 @@ std::string GenerateScreenQuadVertexShader()
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EmitVertexMainDeclaration(code, 0, 0, false, 1, 0,
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GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
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"#define id gl_VertexID\n");
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code.WriteFmt(
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code.Write(
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"{{\n"
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" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
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" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
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// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
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if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
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code.WriteFmt(" opos.y = -opos.y;\n");
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code.Write(" opos.y = -opos.y;\n");
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code.WriteFmt("}}\n");
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code.Write("}}\n");
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return code.GetBuffer();
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}
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@ -247,88 +247,88 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
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ShaderCode code;
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if (GetAPIType() == APIType::D3D)
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{
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code.WriteFmt("struct VS_OUTPUT\n"
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"{{\n");
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code.Write("struct VS_OUTPUT\n"
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"{{\n");
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for (u32 i = 0; i < num_tex; i++)
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code.WriteFmt(" float3 tex{} : TEXCOORD{};\n", i, i);
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code.Write(" float3 tex{} : TEXCOORD{};\n", i, i);
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" float4 color{} : COLOR{};\n", i, i);
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code.WriteFmt(" float4 position : SV_Position;\n"
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"}};\n");
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code.Write(" float4 color{} : COLOR{};\n", i, i);
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code.Write(" float4 position : SV_Position;\n"
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"}};\n");
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code.WriteFmt("struct GS_OUTPUT\n"
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"{{");
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code.Write("struct GS_OUTPUT\n"
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"{{");
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for (u32 i = 0; i < num_tex; i++)
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code.WriteFmt(" float3 tex{} : TEXCOORD{};\n", i, i);
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code.Write(" float3 tex{} : TEXCOORD{};\n", i, i);
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" float4 color{} : COLOR{};\n", i, i);
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code.WriteFmt(" float4 position : SV_Position;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"}};\n\n");
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code.Write(" float4 color{} : COLOR{};\n", i, i);
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code.Write(" float4 position : SV_Position;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"}};\n\n");
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code.WriteFmt("[maxvertexcount(6)]\n"
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"void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n"
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"{{\n"
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" for (uint slice = 0; slice < 2u; slice++)\n"
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" {{\n"
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" for (int i = 0; i < 3; i++)\n"
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" {{\n"
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" GS_OUTPUT gso;\n"
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" gso.position = vso[i].position;\n");
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code.Write("[maxvertexcount(6)]\n"
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"void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n"
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"{{\n"
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" for (uint slice = 0; slice < 2u; slice++)\n"
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" {{\n"
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" for (int i = 0; i < 3; i++)\n"
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" {{\n"
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" GS_OUTPUT gso;\n"
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" gso.position = vso[i].position;\n");
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for (u32 i = 0; i < num_tex; i++)
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code.WriteFmt(" gso.tex{} = float3(vso[i].tex{}.xy, float(slice));\n", i, i);
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code.Write(" gso.tex{} = float3(vso[i].tex{}.xy, float(slice));\n", i, i);
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" gso.color{} = vso[i].color{};\n", i, i);
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code.WriteFmt(" gso.slice = slice;\n"
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" output.Append(gso);\n"
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" }}\n"
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" output.RestartStrip();\n"
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" }}\n"
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"}}\n");
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code.Write(" gso.color{} = vso[i].color{};\n", i, i);
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code.Write(" gso.slice = slice;\n"
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" output.Append(gso);\n"
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" }}\n"
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" output.RestartStrip();\n"
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" }}\n"
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"}}\n");
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}
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else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan)
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{
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code.WriteFmt("layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n");
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code.Write("layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n");
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if (num_tex > 0 || num_colors > 0)
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{
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code.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n");
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code.Write("VARYING_LOCATION(0) in VertexData {{\n");
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for (u32 i = 0; i < num_tex; i++)
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code.WriteFmt(" float3 v_tex{};\n", i);
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code.Write(" float3 v_tex{};\n", i);
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" float4 v_col{};\n", i);
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code.WriteFmt("}} v_in[];\n");
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code.Write(" float4 v_col{};\n", i);
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code.Write("}} v_in[];\n");
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code.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n");
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code.Write("VARYING_LOCATION(0) out VertexData {{\n");
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for (u32 i = 0; i < num_tex; i++)
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code.WriteFmt(" float3 v_tex{};\n", i);
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code.Write(" float3 v_tex{};\n", i);
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" float4 v_col{};\n", i);
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code.WriteFmt("}} v_out;\n");
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code.Write(" float4 v_col{};\n", i);
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code.Write("}} v_out;\n");
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}
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code.WriteFmt("\n"
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"void main()\n"
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"{{\n"
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" for (int j = 0; j < 2; j++)\n"
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" {{\n"
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" gl_Layer = j;\n");
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code.Write("\n"
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"void main()\n"
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"{{\n"
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" for (int j = 0; j < 2; j++)\n"
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" {{\n"
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" gl_Layer = j;\n");
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// We have to explicitly unroll this loop otherwise the GL compiler gets cranky.
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for (u32 v = 0; v < 3; v++)
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{
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code.WriteFmt(" gl_Position = gl_in[{}].gl_Position;\n", v);
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code.Write(" gl_Position = gl_in[{}].gl_Position;\n", v);
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for (u32 i = 0; i < num_tex; i++)
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{
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code.WriteFmt(" v_out.v_tex{} = float3(v_in[{}].v_tex{}.xy, float(j));\n", i, v, i);
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code.Write(" v_out.v_tex{} = float3(v_in[{}].v_tex{}.xy, float(j));\n", i, v, i);
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}
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for (u32 i = 0; i < num_colors; i++)
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code.WriteFmt(" v_out.v_col{} = v_in[{}].v_col{};\n", i, v, i);
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code.WriteFmt(" EmitVertex();\n\n");
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code.Write(" v_out.v_col{} = v_in[{}].v_col{};\n", i, v, i);
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code.Write(" EmitVertex();\n\n");
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}
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code.WriteFmt(" EndPrimitive();\n"
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" }}\n"
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"}}\n");
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code.Write(" EndPrimitive();\n"
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" }}\n"
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"}}\n");
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}
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return code.GetBuffer();
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@ -338,25 +338,24 @@ std::string GenerateTextureCopyVertexShader()
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{
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ShaderCode code;
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EmitUniformBufferDeclaration(code);
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code.WriteFmt("{{"
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" float2 src_offset;\n"
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" float2 src_size;\n"
|
||||
"}};\n\n");
|
||||
code.Write("{{"
|
||||
" float2 src_offset;\n"
|
||||
" float2 src_size;\n"
|
||||
"}};\n\n");
|
||||
|
||||
EmitVertexMainDeclaration(code, 0, 0, false, 1, 0,
|
||||
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
|
||||
"#define id gl_VertexID");
|
||||
code.WriteFmt(
|
||||
"{{\n"
|
||||
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
|
||||
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"
|
||||
" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
|
||||
code.Write("{{\n"
|
||||
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
|
||||
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"
|
||||
" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n");
|
||||
|
||||
// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
|
||||
if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
|
||||
code.WriteFmt(" opos.y = -opos.y;\n");
|
||||
code.Write(" opos.y = -opos.y;\n");
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
|
||||
return code.GetBuffer();
|
||||
}
|
||||
@ -366,11 +365,11 @@ std::string GenerateTextureCopyPixelShader()
|
||||
ShaderCode code;
|
||||
EmitSamplerDeclarations(code, 0, 1, false);
|
||||
EmitPixelMainDeclaration(code, 1, 0);
|
||||
code.WriteFmt("{{\n"
|
||||
" ocol0 = ");
|
||||
code.Write("{{\n"
|
||||
" ocol0 = ");
|
||||
EmitSampleTexture(code, 0, "v_tex0");
|
||||
code.WriteFmt(";\n"
|
||||
"}}\n");
|
||||
code.Write(";\n"
|
||||
"}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -378,9 +377,9 @@ std::string GenerateColorPixelShader()
|
||||
{
|
||||
ShaderCode code;
|
||||
EmitPixelMainDeclaration(code, 0, 1);
|
||||
code.WriteFmt("{{\n"
|
||||
" ocol0 = v_col0;\n"
|
||||
"}}\n");
|
||||
code.Write("{{\n"
|
||||
" ocol0 = v_col0;\n"
|
||||
"}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -390,25 +389,25 @@ std::string GenerateResolveDepthPixelShader(u32 samples)
|
||||
EmitSamplerDeclarations(code, 0, 1, true);
|
||||
EmitPixelMainDeclaration(code, 1, 0, "float",
|
||||
GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : "");
|
||||
code.WriteFmt("{{\n"
|
||||
" int layer = int(v_tex0.z);\n");
|
||||
code.Write("{{\n"
|
||||
" int layer = int(v_tex0.z);\n");
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" int3 coords = int3(int2(ipos.xy), layer);\n");
|
||||
code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n");
|
||||
else
|
||||
code.WriteFmt(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
|
||||
code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
|
||||
|
||||
// Take the minimum of all depth samples.
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" ocol0 = tex0.Load(coords, 0).r;\n");
|
||||
code.Write(" ocol0 = tex0.Load(coords, 0).r;\n");
|
||||
else
|
||||
code.WriteFmt(" ocol0 = texelFetch(samp0, coords, 0).r;\n");
|
||||
code.WriteFmt(" for (int i = 1; i < {}; i++)\n", samples);
|
||||
code.Write(" ocol0 = texelFetch(samp0, coords, 0).r;\n");
|
||||
code.Write(" for (int i = 1; i < {}; i++)\n", samples);
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n");
|
||||
code.Write(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n");
|
||||
else
|
||||
code.WriteFmt(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n");
|
||||
code.Write(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n");
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -416,15 +415,15 @@ std::string GenerateClearVertexShader()
|
||||
{
|
||||
ShaderCode code;
|
||||
EmitUniformBufferDeclaration(code);
|
||||
code.WriteFmt("{{\n"
|
||||
" float4 clear_color;\n"
|
||||
" float clear_depth;\n"
|
||||
"}};\n");
|
||||
code.Write("{{\n"
|
||||
" float4 clear_color;\n"
|
||||
" float clear_depth;\n"
|
||||
"}};\n");
|
||||
|
||||
EmitVertexMainDeclaration(code, 0, 0, false, 0, 1,
|
||||
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
|
||||
"#define id gl_VertexID\n");
|
||||
code.WriteFmt(
|
||||
code.Write(
|
||||
"{{\n"
|
||||
" float2 coord = float2(float((id << 1) & 2), float(id & 2));\n"
|
||||
" opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n"
|
||||
@ -432,9 +431,9 @@ std::string GenerateClearVertexShader()
|
||||
|
||||
// NDC space is flipped in Vulkan
|
||||
if (GetAPIType() == APIType::Vulkan)
|
||||
code.WriteFmt(" opos.y = -opos.y;\n");
|
||||
code.Write(" opos.y = -opos.y;\n");
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
|
||||
return code.GetBuffer();
|
||||
}
|
||||
@ -443,17 +442,17 @@ std::string GenerateEFBPokeVertexShader()
|
||||
{
|
||||
ShaderCode code;
|
||||
EmitVertexMainDeclaration(code, 0, 1, true, 0, 1);
|
||||
code.WriteFmt("{{\n"
|
||||
" v_col0 = rawcolor0;\n"
|
||||
" opos = float4(rawpos.xyz, 1.0f);\n");
|
||||
code.Write("{{\n"
|
||||
" v_col0 = rawcolor0;\n"
|
||||
" opos = float4(rawpos.xyz, 1.0f);\n");
|
||||
if (g_ActiveConfig.backend_info.bSupportsLargePoints)
|
||||
code.WriteFmt(" gl_PointSize = rawpos.w;\n");
|
||||
code.Write(" gl_PointSize = rawpos.w;\n");
|
||||
|
||||
// NDC space is flipped in Vulkan.
|
||||
if (GetAPIType() == APIType::Vulkan)
|
||||
code.WriteFmt(" opos.y = -opos.y;\n");
|
||||
code.Write(" opos.y = -opos.y;\n");
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -468,82 +467,82 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
|
||||
"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
|
||||
"in float4 ipos : SV_Position, ") :
|
||||
"");
|
||||
code.WriteFmt("{{\n"
|
||||
" int layer = int(v_tex0.z);\n");
|
||||
code.Write("{{\n"
|
||||
" int layer = int(v_tex0.z);\n");
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" int3 coords = int3(int2(ipos.xy), layer);\n");
|
||||
code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n");
|
||||
else
|
||||
code.WriteFmt(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
|
||||
code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
|
||||
|
||||
if (samples == 1)
|
||||
{
|
||||
// No MSAA at all.
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" float4 val = tex0.Load(int4(coords, 0));\n");
|
||||
code.Write(" float4 val = tex0.Load(int4(coords, 0));\n");
|
||||
else
|
||||
code.WriteFmt(" float4 val = texelFetch(samp0, coords, 0);\n");
|
||||
code.Write(" float4 val = texelFetch(samp0, coords, 0);\n");
|
||||
}
|
||||
else if (g_ActiveConfig.bSSAA)
|
||||
{
|
||||
// Sample shading, shader runs once per sample
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" float4 val = tex0.Load(coords, isample);");
|
||||
code.Write(" float4 val = tex0.Load(coords, isample);");
|
||||
else
|
||||
code.WriteFmt(" float4 val = texelFetch(samp0, coords, gl_SampleID);");
|
||||
code.Write(" float4 val = texelFetch(samp0, coords, gl_SampleID);");
|
||||
}
|
||||
else
|
||||
{
|
||||
// MSAA without sample shading, average out all samples.
|
||||
code.WriteFmt(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
|
||||
code.WriteFmt(" for (int i = 0; i < {}; i++)\n", samples);
|
||||
code.Write(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
|
||||
code.Write(" for (int i = 0; i < {}; i++)\n", samples);
|
||||
if (GetAPIType() == APIType::D3D)
|
||||
code.WriteFmt(" val += tex0.Load(coords, i);\n");
|
||||
code.Write(" val += tex0.Load(coords, i);\n");
|
||||
else
|
||||
code.WriteFmt(" val += texelFetch(samp0, coords, i);\n");
|
||||
code.WriteFmt(" val /= float({});\n", samples);
|
||||
code.Write(" val += texelFetch(samp0, coords, i);\n");
|
||||
code.Write(" val /= float({});\n", samples);
|
||||
}
|
||||
|
||||
switch (convtype)
|
||||
{
|
||||
case EFBReinterpretType::RGB8ToRGBA6:
|
||||
code.WriteFmt(" int4 src8 = int4(round(val * 255.f));\n"
|
||||
" int4 dst6;\n"
|
||||
" dst6.r = src8.r >> 2;\n"
|
||||
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
|
||||
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
|
||||
" dst6.a = src8.b & 0x3F;\n"
|
||||
" ocol0 = float4(dst6) / 63.f;\n");
|
||||
code.Write(" int4 src8 = int4(round(val * 255.f));\n"
|
||||
" int4 dst6;\n"
|
||||
" dst6.r = src8.r >> 2;\n"
|
||||
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
|
||||
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
|
||||
" dst6.a = src8.b & 0x3F;\n"
|
||||
" ocol0 = float4(dst6) / 63.f;\n");
|
||||
break;
|
||||
|
||||
case EFBReinterpretType::RGB8ToRGB565:
|
||||
code.WriteFmt(" ocol0 = val;\n");
|
||||
code.Write(" ocol0 = val;\n");
|
||||
break;
|
||||
|
||||
case EFBReinterpretType::RGBA6ToRGB8:
|
||||
code.WriteFmt(" int4 src6 = int4(round(val * 63.f));\n"
|
||||
" int4 dst8;\n"
|
||||
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
|
||||
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
|
||||
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
|
||||
" dst8.a = 255;\n"
|
||||
" ocol0 = float4(dst8) / 255.f;\n");
|
||||
code.Write(" int4 src6 = int4(round(val * 63.f));\n"
|
||||
" int4 dst8;\n"
|
||||
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
|
||||
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
|
||||
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
|
||||
" dst8.a = 255;\n"
|
||||
" ocol0 = float4(dst8) / 255.f;\n");
|
||||
break;
|
||||
|
||||
case EFBReinterpretType::RGBA6ToRGB565:
|
||||
code.WriteFmt(" ocol0 = val;\n");
|
||||
code.Write(" ocol0 = val;\n");
|
||||
break;
|
||||
|
||||
case EFBReinterpretType::RGB565ToRGB8:
|
||||
code.WriteFmt(" ocol0 = val;\n");
|
||||
code.Write(" ocol0 = val;\n");
|
||||
break;
|
||||
|
||||
case EFBReinterpretType::RGB565ToRGBA6:
|
||||
//
|
||||
code.WriteFmt(" ocol0 = val;\n");
|
||||
code.Write(" ocol0 = val;\n");
|
||||
break;
|
||||
}
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -552,71 +551,70 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
|
||||
ShaderCode code;
|
||||
EmitSamplerDeclarations(code, 0, 1, false);
|
||||
EmitPixelMainDeclaration(code, 1, 0, "float4", "", true);
|
||||
code.WriteFmt("{{\n"
|
||||
" int layer = int(v_tex0.z);\n"
|
||||
" int4 coords = int4(int2(frag_coord.xy), layer, 0);\n");
|
||||
code.Write("{{\n"
|
||||
" int layer = int(v_tex0.z);\n"
|
||||
" int4 coords = int4(int2(frag_coord.xy), layer, 0);\n");
|
||||
|
||||
// Convert to a 32-bit value encompassing all channels, filling the most significant bits with
|
||||
// zeroes.
|
||||
code.WriteFmt(" uint raw_value;\n");
|
||||
code.Write(" uint raw_value;\n");
|
||||
switch (from_format)
|
||||
{
|
||||
case TextureFormat::I8:
|
||||
case TextureFormat::C8:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(";\n"
|
||||
" raw_value = uint(temp_value.r * 255.0);\n");
|
||||
code.Write(";\n"
|
||||
" raw_value = uint(temp_value.r * 255.0);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::IA8:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(
|
||||
";\n"
|
||||
" raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n");
|
||||
code.Write(";\n"
|
||||
" raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::I4:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(";\n"
|
||||
" raw_value = uint(temp_value.r * 15.0);\n");
|
||||
code.Write(";\n"
|
||||
" raw_value = uint(temp_value.r * 15.0);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::IA4:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(";\n"
|
||||
" raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n");
|
||||
code.Write(";\n"
|
||||
" raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::RGB565:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(";\n"
|
||||
" raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n"
|
||||
" (uint(temp_value.r * 31.0) << 11);\n");
|
||||
code.Write(";\n"
|
||||
" raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n"
|
||||
" (uint(temp_value.r * 31.0) << 11);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::RGB5A3:
|
||||
{
|
||||
code.WriteFmt(" float4 temp_value = ");
|
||||
code.Write(" float4 temp_value = ");
|
||||
EmitTextureLoad(code, 0, "coords");
|
||||
code.WriteFmt(";\n");
|
||||
code.Write(";\n");
|
||||
|
||||
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
|
||||
code.WriteFmt(
|
||||
code.Write(
|
||||
" if (temp_value.a > 0.878f) {{\n"
|
||||
" raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n"
|
||||
" (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n"
|
||||
@ -638,45 +636,45 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
|
||||
case TextureFormat::I8:
|
||||
case TextureFormat::C8:
|
||||
{
|
||||
code.WriteFmt(" float orgba = float(raw_value & 0xFFu) / 255.0;\n"
|
||||
" ocol0 = float4(orgba, orgba, orgba, orgba);\n");
|
||||
code.Write(" float orgba = float(raw_value & 0xFFu) / 255.0;\n"
|
||||
" ocol0 = float4(orgba, orgba, orgba, orgba);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::IA8:
|
||||
{
|
||||
code.WriteFmt(" float orgb = float(raw_value & 0xFFu) / 255.0;\n"
|
||||
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n");
|
||||
code.Write(" float orgb = float(raw_value & 0xFFu) / 255.0;\n"
|
||||
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::IA4:
|
||||
{
|
||||
code.WriteFmt(" float orgb = float(raw_value & 0xFu) / 15.0;\n"
|
||||
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n");
|
||||
code.Write(" float orgb = float(raw_value & 0xFu) / 15.0;\n"
|
||||
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::RGB565:
|
||||
{
|
||||
code.WriteFmt(" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
|
||||
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
|
||||
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n");
|
||||
code.Write(" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
|
||||
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
|
||||
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n");
|
||||
}
|
||||
break;
|
||||
|
||||
case TextureFormat::RGB5A3:
|
||||
{
|
||||
code.WriteFmt(" if ((raw_value & 0x8000u) != 0u) {{\n"
|
||||
" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
|
||||
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
|
||||
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n"
|
||||
" }} else {{\n"
|
||||
" ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n"
|
||||
" float((raw_value >> 4) & 0x0Fu) / 15.0,\n"
|
||||
" float(raw_value & 0x0Fu) / 15.0,\n"
|
||||
" float((raw_value >> 12) & 0x07u) / 7.0);\n"
|
||||
" }}\n");
|
||||
code.Write(" if ((raw_value & 0x8000u) != 0u) {{\n"
|
||||
" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
|
||||
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
|
||||
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n"
|
||||
" }} else {{\n"
|
||||
" ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n"
|
||||
" float((raw_value >> 4) & 0x0Fu) / 15.0,\n"
|
||||
" float(raw_value & 0x0Fu) / 15.0,\n"
|
||||
" float((raw_value >> 12) & 0x07u) / 7.0);\n"
|
||||
" }}\n");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@ -684,7 +682,7 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
|
||||
return "{}\n";
|
||||
}
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -694,14 +692,14 @@ std::string GenerateEFBRestorePixelShader()
|
||||
EmitSamplerDeclarations(code, 0, 2, false);
|
||||
EmitPixelMainDeclaration(code, 1, 0, "float4",
|
||||
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
|
||||
code.WriteFmt("{{\n"
|
||||
" ocol0 = ");
|
||||
code.Write("{{\n"
|
||||
" ocol0 = ");
|
||||
EmitSampleTexture(code, 0, "v_tex0");
|
||||
code.WriteFmt(";\n");
|
||||
code.WriteFmt(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth");
|
||||
code.Write(";\n");
|
||||
code.Write(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth");
|
||||
EmitSampleTexture(code, 1, "v_tex0");
|
||||
code.WriteFmt(".r;\n"
|
||||
"}}\n");
|
||||
code.Write(".r;\n"
|
||||
"}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -711,22 +709,22 @@ std::string GenerateImGuiVertexShader()
|
||||
|
||||
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
|
||||
EmitUniformBufferDeclaration(code);
|
||||
code.WriteFmt("{{\n"
|
||||
"float2 u_rcp_viewport_size_mul2;\n"
|
||||
"}};\n\n");
|
||||
code.Write("{{\n"
|
||||
"float2 u_rcp_viewport_size_mul2;\n"
|
||||
"}};\n\n");
|
||||
|
||||
EmitVertexMainDeclaration(code, 1, 1, true, 1, 1);
|
||||
code.WriteFmt("{{\n"
|
||||
" v_tex0 = float3(rawtex0.xy, 0.0);\n"
|
||||
" v_col0 = rawcolor0;\n"
|
||||
" opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
|
||||
" 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n");
|
||||
code.Write("{{\n"
|
||||
" v_tex0 = float3(rawtex0.xy, 0.0);\n"
|
||||
" v_col0 = rawcolor0;\n"
|
||||
" opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
|
||||
" 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n");
|
||||
|
||||
// NDC space is flipped in Vulkan.
|
||||
if (GetAPIType() == APIType::Vulkan)
|
||||
code.WriteFmt(" opos.y = -opos.y;\n");
|
||||
code.Write(" opos.y = -opos.y;\n");
|
||||
|
||||
code.WriteFmt("}}\n");
|
||||
code.Write("}}\n");
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
@ -735,11 +733,11 @@ std::string GenerateImGuiPixelShader()
|
||||
ShaderCode code;
|
||||
EmitSamplerDeclarations(code, 0, 1, false);
|
||||
EmitPixelMainDeclaration(code, 1, 1);
|
||||
code.WriteFmt("{{\n"
|
||||
" ocol0 = ");
|
||||
code.Write("{{\n"
|
||||
" ocol0 = ");
|
||||
EmitSampleTexture(code, 0, "float3(v_tex0.xy, 0.0)");
|
||||
code.WriteFmt(" * v_col0;\n"
|
||||
"}}\n");
|
||||
code.Write(" * v_col0;\n"
|
||||
"}}\n");
|
||||
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
Reference in New Issue
Block a user