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	gl_shader_gen: Collapse several format calls into one
Same behavior, but performs one formatting pass without altering the readability of the formatting.
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					 1 changed files with 12 additions and 15 deletions
				
			
		|  | @ -1583,22 +1583,19 @@ ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shade | |||
|         out += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||
|     } | ||||
| 
 | ||||
|     out += fmt::format("layout(location = {}) in vec4 vert_position;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_POSITION)); | ||||
|     out += fmt::format("layout(location = {}) in vec4 vert_color;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_COLOR)); | ||||
|     out += fmt::format("layout(location = {}) in vec2 vert_texcoord0;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_TEXCOORD0)); | ||||
|     out += fmt::format("layout(location = {}) in vec2 vert_texcoord1;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_TEXCOORD1)); | ||||
|     out += fmt::format("layout(location = {}) in vec2 vert_texcoord2;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_TEXCOORD2)); | ||||
|     out += fmt::format("layout(location = {}) in float vert_texcoord0_w;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_TEXCOORD0_W)); | ||||
|     out += fmt::format("layout(location = {}) in vec4 vert_normquat;\n", | ||||
|                        static_cast<int>(ATTRIBUTE_NORMQUAT)); | ||||
|     out += | ||||
|         fmt::format("layout(location = {}) in vec3 vert_view;\n", static_cast<int>(ATTRIBUTE_VIEW)); | ||||
|         fmt::format("layout(location = {}) in vec4 vert_position;\n" | ||||
|                     "layout(location = {}) in vec4 vert_color;\n" | ||||
|                     "layout(location = {}) in vec2 vert_texcoord0;\n" | ||||
|                     "layout(location = {}) in vec2 vert_texcoord1;\n" | ||||
|                     "layout(location = {}) in vec2 vert_texcoord2;\n" | ||||
|                     "layout(location = {}) in float vert_texcoord0_w;\n" | ||||
|                     "layout(location = {}) in vec4 vert_normquat;\n" | ||||
|                     "layout(location = {}) in vec3 vert_view;\n", | ||||
|                     static_cast<int>(ATTRIBUTE_POSITION), static_cast<int>(ATTRIBUTE_COLOR), | ||||
|                     static_cast<int>(ATTRIBUTE_TEXCOORD0), static_cast<int>(ATTRIBUTE_TEXCOORD1), | ||||
|                     static_cast<int>(ATTRIBUTE_TEXCOORD2), static_cast<int>(ATTRIBUTE_TEXCOORD0_W), | ||||
|                     static_cast<int>(ATTRIBUTE_NORMQUAT), static_cast<int>(ATTRIBUTE_VIEW)); | ||||
| 
 | ||||
|     out += GetVertexInterfaceDeclaration(true, separable_shader); | ||||
| 
 | ||||
|  |  | |||
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