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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.
This commit is contained in:
Lioncash 2019-05-14 17:59:25 -04:00
parent 784d2b6c3d
commit 6fb29764d6

View file

@ -57,19 +57,7 @@ public:
shader_source += text;
}
void AddLine(std::string_view text) {
AddExpression(text);
AddNewLine();
}
void AddLine(char character) {
DEBUG_ASSERT(scope >= 0);
AppendIndentation();
shader_source += character;
AddNewLine();
}
// Overload the forwards all arguments directly to libfmt.
// Forwards all arguments directly to libfmt.
// Note that all formatting requirements for fmt must be
// obeyed when using this function. (e.g. {{ must be used
// printing the character '{' is desirable. Ditto for }} and '}',
@ -191,10 +179,10 @@ public:
code.AddLine("uint flow_stack[{}];", FLOW_STACK_SIZE);
code.AddLine("uint flow_stack_top = 0u;");
code.AddLine("while (true) {");
code.AddLine("while (true) {{");
++code.scope;
code.AddLine("switch (jmp_to) {");
code.AddLine("switch (jmp_to) {{");
for (const auto& pair : ir.GetBasicBlocks()) {
const auto [address, bb] = pair;
@ -204,15 +192,15 @@ public:
VisitBlock(bb);
--code.scope;
code.AddLine('}');
code.AddLine("}}");
}
code.AddLine("default: return;");
code.AddLine('}');
code.AddLine("}}");
for (std::size_t i = 0; i < 2; ++i) {
--code.scope;
code.AddLine('}');
code.AddLine("}}");
}
}
@ -267,7 +255,7 @@ private:
void DeclareVertexRedeclarations() {
bool clip_distances_declared = false;
code.AddLine("out gl_PerVertex {");
code.AddLine("out gl_PerVertex {{");
++code.scope;
code.AddLine("vec4 gl_Position;");
@ -283,7 +271,7 @@ private:
}
--code.scope;
code.AddLine("};");
code.AddLine("}};");
code.AddNewLine();
}
@ -419,7 +407,7 @@ private:
code.AddLine("layout (std140, binding = CBUF_BINDING_{}) uniform {} {{", index,
GetConstBufferBlock(index));
code.AddLine(" vec4 {}[MAX_CONSTBUFFER_ELEMENTS];", GetConstBuffer(index));
code.AddLine("};");
code.AddLine("}};");
code.AddNewLine();
}
}
@ -440,7 +428,7 @@ private:
code.AddLine("layout (std430, binding = GMEM_BINDING_{}_{}) {} buffer {} {{",
base.cbuf_index, base.cbuf_offset, qualifier, GetGlobalMemoryBlock(base));
code.AddLine(" float {}[];", GetGlobalMemory(base));
code.AddLine("};");
code.AddLine("}};");
code.AddNewLine();
}
}
@ -622,7 +610,7 @@ private:
VisitBlock(conditional->GetCode());
--code.scope;
code.AddLine('}');
code.AddLine("}}");
return {};
}
@ -1461,7 +1449,7 @@ private:
UNIMPLEMENTED_IF_MSG(header.ps.omap.sample_mask != 0, "Sample mask write is unimplemented");
code.AddLine("if (alpha_test[0] != 0) {");
code.AddLine("if (alpha_test[0] != 0) {{");
++code.scope;
// We start on the register containing the alpha value in the first RT.
u32 current_reg = 3;
@ -1477,7 +1465,7 @@ private:
}
}
--code.scope;
code.AddLine('}');
code.AddLine("}}");
// Write the color outputs using the data in the shader registers, disabled
// rendertargets/components are skipped in the register assignment.
@ -1496,7 +1484,7 @@ private:
if (header.ps.omap.depth) {
// The depth output is always 2 registers after the last color output, and current_reg
// already contains one past the last color register.
code.AddLine("gl_FragDepth = " + SafeGetRegister(current_reg + 1) + ';');
code.AddLine("gl_FragDepth = {};", SafeGetRegister(current_reg + 1));
}
code.AddLine("return;");
@ -1506,11 +1494,11 @@ private:
std::string Discard(Operation operation) {
// Enclose "discard" in a conditional, so that GLSL compilation does not complain
// about unexecuted instructions that may follow this.
code.AddLine("if (true) {");
code.AddLine("if (true) {{");
++code.scope;
code.AddLine("discard;");
--code.scope;
code.AddLine("}");
code.AddLine("}}");
return {};
}