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gl_shader_decompiler: Replace individual overloads with the fmt-based one
Gets rid of the need to special-case brace handling depending on the overload used, and makes it consistent across the board with how fmt handles them. Strings with compile-time deducible strings are directly forwarded to std::string's constructor, so we don't need to worry about the performance difference here, as it'll be identical.
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784d2b6c3d
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6fb29764d6
1 changed files with 16 additions and 28 deletions
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@ -57,19 +57,7 @@ public:
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shader_source += text;
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}
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void AddLine(std::string_view text) {
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AddExpression(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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// Overload the forwards all arguments directly to libfmt.
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// Forwards all arguments directly to libfmt.
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// Note that all formatting requirements for fmt must be
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// obeyed when using this function. (e.g. {{ must be used
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// printing the character '{' is desirable. Ditto for }} and '}',
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@ -191,10 +179,10 @@ public:
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code.AddLine("uint flow_stack[{}];", FLOW_STACK_SIZE);
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code.AddLine("uint flow_stack_top = 0u;");
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code.AddLine("while (true) {");
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code.AddLine("while (true) {{");
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++code.scope;
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code.AddLine("switch (jmp_to) {");
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code.AddLine("switch (jmp_to) {{");
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for (const auto& pair : ir.GetBasicBlocks()) {
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const auto [address, bb] = pair;
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@ -204,15 +192,15 @@ public:
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VisitBlock(bb);
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--code.scope;
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code.AddLine('}');
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code.AddLine("}}");
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}
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code.AddLine("default: return;");
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code.AddLine('}');
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code.AddLine("}}");
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for (std::size_t i = 0; i < 2; ++i) {
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--code.scope;
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code.AddLine('}');
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code.AddLine("}}");
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}
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}
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@ -267,7 +255,7 @@ private:
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void DeclareVertexRedeclarations() {
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bool clip_distances_declared = false;
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code.AddLine("out gl_PerVertex {");
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code.AddLine("out gl_PerVertex {{");
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++code.scope;
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code.AddLine("vec4 gl_Position;");
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@ -283,7 +271,7 @@ private:
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}
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--code.scope;
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code.AddLine("};");
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code.AddLine("}};");
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code.AddNewLine();
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}
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@ -419,7 +407,7 @@ private:
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code.AddLine("layout (std140, binding = CBUF_BINDING_{}) uniform {} {{", index,
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GetConstBufferBlock(index));
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code.AddLine(" vec4 {}[MAX_CONSTBUFFER_ELEMENTS];", GetConstBuffer(index));
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code.AddLine("};");
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code.AddLine("}};");
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code.AddNewLine();
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}
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}
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@ -440,7 +428,7 @@ private:
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code.AddLine("layout (std430, binding = GMEM_BINDING_{}_{}) {} buffer {} {{",
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base.cbuf_index, base.cbuf_offset, qualifier, GetGlobalMemoryBlock(base));
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code.AddLine(" float {}[];", GetGlobalMemory(base));
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code.AddLine("};");
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code.AddLine("}};");
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code.AddNewLine();
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}
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}
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@ -622,7 +610,7 @@ private:
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VisitBlock(conditional->GetCode());
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--code.scope;
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code.AddLine('}');
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code.AddLine("}}");
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return {};
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}
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@ -1461,7 +1449,7 @@ private:
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UNIMPLEMENTED_IF_MSG(header.ps.omap.sample_mask != 0, "Sample mask write is unimplemented");
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code.AddLine("if (alpha_test[0] != 0) {");
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code.AddLine("if (alpha_test[0] != 0) {{");
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++code.scope;
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// We start on the register containing the alpha value in the first RT.
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u32 current_reg = 3;
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@ -1477,7 +1465,7 @@ private:
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}
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}
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--code.scope;
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code.AddLine('}');
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code.AddLine("}}");
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// Write the color outputs using the data in the shader registers, disabled
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// rendertargets/components are skipped in the register assignment.
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@ -1496,7 +1484,7 @@ private:
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if (header.ps.omap.depth) {
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// The depth output is always 2 registers after the last color output, and current_reg
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// already contains one past the last color register.
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code.AddLine("gl_FragDepth = " + SafeGetRegister(current_reg + 1) + ';');
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code.AddLine("gl_FragDepth = {};", SafeGetRegister(current_reg + 1));
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}
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code.AddLine("return;");
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@ -1506,11 +1494,11 @@ private:
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std::string Discard(Operation operation) {
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// Enclose "discard" in a conditional, so that GLSL compilation does not complain
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// about unexecuted instructions that may follow this.
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code.AddLine("if (true) {");
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code.AddLine("if (true) {{");
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++code.scope;
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code.AddLine("discard;");
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--code.scope;
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code.AddLine("}");
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code.AddLine("}}");
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return {};
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}
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