video_core: Run clang format

This commit is contained in:
emufan4568 2022-08-21 22:45:08 +03:00
parent f478e3093f
commit 31e6b553dc
24 changed files with 147 additions and 150 deletions

View file

@ -81,8 +81,8 @@ void main() {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());
@ -96,7 +96,6 @@ private:
OGLVertexArray vao;
};
class ShaderD24S8toRGBA8 final : public FormatReinterpreterBase {
public:
ShaderD24S8toRGBA8() {
@ -186,7 +185,8 @@ void main() {
if (use_texture_view) {
temp_tex.Create();
glActiveTexture(GL_TEXTURE1);
glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex.handle, GL_DEPTH24_STENCIL8, 0, 1, 0, 1);
glTextureView(temp_tex.handle, GL_TEXTURE_2D, src_tex.handle, GL_DEPTH24_STENCIL8, 0, 1,
0, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else if (src_rect.top > temp_rect.top || src_rect.right > temp_rect.right) {
@ -220,8 +220,8 @@ void main() {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
glUniform2i(dst_size_loc, dst_rect.GetWidth(), dst_rect.GetHeight());
glUniform2i(src_size_loc, src_rect.GetWidth(), src_rect.GetHeight());

View file

@ -148,8 +148,8 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window)
emu_window,
VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false);
} else {
shader_program_manager = std::make_unique<ShaderProgramManager>(
emu_window, GLAD_GL_ARB_separate_shader_objects);
shader_program_manager =
std::make_unique<ShaderProgramManager>(emu_window, GLAD_GL_ARB_separate_shader_objects);
}
#else
shader_program_manager = std::make_unique<ShaderProgramManager>(emu_window, true);
@ -726,12 +726,10 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
temp_tex.Create();
temp_tex.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format,
color_surface->GetScaledWidth(),
color_surface->GetScaledHeight());
color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
temp_tex.CopyFrom(color_surface->texture, GL_TEXTURE_2D, levels,
color_surface->GetScaledWidth(),
color_surface->GetScaledHeight());
color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
for (auto& unit : state.texture_units) {
if (unit.texture_2d == color_surface->texture.handle) {
@ -1902,11 +1900,9 @@ void RasterizerOpenGL::SyncLightAmbient(int light_index) {
void RasterizerOpenGL::SyncLightPosition(int light_index) {
const auto& light = Pica::g_state.regs.lighting.light[light_index];
const Common::Vec3f position = {
Pica::float16::FromRaw(light.x).ToFloat32(),
Pica::float16::FromRaw(light.y).ToFloat32(),
Pica::float16::FromRaw(light.z).ToFloat32()
};
const Common::Vec3f position = {Pica::float16::FromRaw(light.x).ToFloat32(),
Pica::float16::FromRaw(light.y).ToFloat32(),
Pica::float16::FromRaw(light.z).ToFloat32()};
if (position != uniform_block_data.data.light_src[light_index].position) {
uniform_block_data.data.light_src[light_index].position = position;
@ -1916,8 +1912,7 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
void RasterizerOpenGL::SyncLightSpotDirection(int light_index) {
const auto& light = Pica::g_state.regs.lighting.light[light_index];
const auto spot_direction = Common::Vec3u{light.spot_x, light.spot_y, light.spot_z}
/ 2047.0f;
const auto spot_direction = Common::Vec3u{light.spot_x, light.spot_y, light.spot_z} / 2047.0f;
if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) {
uniform_block_data.data.light_src[light_index].spot_direction = spot_direction;
@ -2019,7 +2014,8 @@ void RasterizerOpenGL::SyncAndUploadLUTsLF() {
if (new_data != fog_lut_data || invalidate) {
fog_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(Common::Vec2f));
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec2f));
uniform_block_data.data.fog_lut_offset =
static_cast<int>((offset + bytes_used) / sizeof(Common::Vec2f));
uniform_block_data.dirty = true;
@ -2032,9 +2028,10 @@ void RasterizerOpenGL::SyncAndUploadLUTsLF() {
}
void RasterizerOpenGL::SyncAndUploadLUTs() {
constexpr std::size_t max_size = sizeof(Common::Vec2f) * 128 * 3 + // proctex: noise + color + alpha
sizeof(Common::Vec4f) * 256 + // proctex
sizeof(Common::Vec4f) * 256; // proctex diff
constexpr std::size_t max_size =
sizeof(Common::Vec2f) * 128 * 3 + // proctex: noise + color + alpha
sizeof(Common::Vec4f) * 256 + // proctex
sizeof(Common::Vec4f) * 256; // proctex diff
if (!uniform_block_data.proctex_noise_lut_dirty &&
!uniform_block_data.proctex_color_map_dirty &&
@ -2061,7 +2058,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
if (new_data != lut_data || invalidate) {
lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(Common::Vec2f));
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec2f));
lut_offset = static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec2f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec2f);
@ -2102,7 +2100,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
if (new_data != proctex_lut_data || invalidate) {
proctex_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(Common::Vec4f));
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec4f));
uniform_block_data.data.proctex_lut_offset =
static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec4f));
uniform_block_data.dirty = true;
@ -2124,7 +2123,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
if (new_data != proctex_diff_lut_data || invalidate) {
proctex_diff_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(Common::Vec4f));
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec4f));
uniform_block_data.data.proctex_diff_lut_offset =
static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec4f));
uniform_block_data.dirty = true;

View file

@ -6,10 +6,10 @@
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "video_core/pica_types.h"
#include "video_core/rasterizer_cache/rasterizer_cache.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_texturing.h"
#include "video_core/rasterizer_cache/rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
@ -298,7 +298,8 @@ private:
OGLTexture texture_buffer_lut_rg;
OGLTexture texture_buffer_lut_rgba;
std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler>
lighting_lut_data{};
std::array<Common::Vec2f, 128> fog_lut_data{};
std::array<Common::Vec2f, 128> proctex_noise_lut_data{};
std::array<Common::Vec2f, 128> proctex_color_map_data{};

View file

@ -52,8 +52,8 @@ void OGLTexture::Release() {
handle = 0;
}
void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth) {
void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth) {
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, handle);
@ -83,17 +83,15 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
glBindTexture(GL_TEXTURE_2D, old_tex);
}
void OGLTexture::CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
GLsizei width, GLsizei height) {
void OGLTexture::CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels, GLsizei width,
GLsizei height) {
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, handle);
for (u32 level = 0; level < levels; level++) {
glCopyImageSubData(other.handle, target, level, 0, 0, 0,
handle, target, level, 0, 0, 0,
width >> level,
height >> level, 1);
glCopyImageSubData(other.handle, target, level, 0, 0, 0, handle, target, level, 0, 0, 0,
width >> level, height >> level, 1);
}
glBindTexture(GL_TEXTURE_2D, old_tex);

View file

@ -58,11 +58,11 @@ public:
/// Deletes the internal OpenGL resource
void Release();
void Allocate(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height = 1, GLsizei depth = 1);
void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
GLsizei height = 1, GLsizei depth = 1);
void CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
GLsizei width, GLsizei height);
void CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels, GLsizei width,
GLsizei height);
GLuint handle = 0;
};

View file

@ -3,17 +3,17 @@
// Refer to the license.txt file included.
#include <algorithm>
#include <thread>
#include <set>
#include <thread>
#include <unordered_map>
#include <boost/variant.hpp>
#include <boost/functional/hash.hpp>
#include <boost/variant.hpp>
#include "core/frontend/scope_acquire_context.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/video_core.h"
namespace OpenGL {

View file

@ -20,7 +20,7 @@ class EmuWindow;
namespace Pica {
struct Regs;
struct ShaderRegs;
}
} // namespace Pica
namespace Pica::Shader {
struct ShaderSetup;

View file

@ -232,8 +232,8 @@ inline GLenum StencilOp(Pica::FramebufferRegs::StencilAction action) {
}
inline Common::Vec4f ColorRGBA8(const u32 color) {
const auto rgba = Common::Vec4u{color >> 0 & 0xFF, color >> 8 & 0xFF,
color >> 16 & 0xFF, color >> 24 & 0xFF};
const auto rgba =
Common::Vec4u{color >> 0 & 0xFF, color >> 8 & 0xFF, color >> 16 & 0xFF, color >> 24 & 0xFF};
return rgba / 255.0f;
}

View file

@ -16,8 +16,8 @@
#include "core/tracer/recorder.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"

View file

@ -6,12 +6,12 @@
#include <vector>
#include <fmt/chrono.h>
#include "common/logging/log.h"
#include "video_core/rasterizer_cache/rasterizer_cache_utils.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_downloader_es.h"
#include "shaders/depth_to_color.frag"
#include "shaders/depth_to_color.vert"
#include "shaders/ds_to_color.frag"
#include "video_core/rasterizer_cache/rasterizer_cache_utils.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_downloader_es.h"
namespace OpenGL {

View file

@ -133,8 +133,8 @@ void Anime4kUltrafast::Filter(const OGLTexture& src_tex, Common::Rectangle<u32>
state.draw.shader_program = refine_program.handle;
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View file

@ -35,8 +35,8 @@ void Bicubic::Filter(const OGLTexture& src_tex, Common::Rectangle<u32> src_rect,
static_cast<GLsizei>(dst_rect.GetHeight())};
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View file

@ -35,8 +35,8 @@ void ScaleForce::Filter(const OGLTexture& src_tex, Common::Rectangle<u32> src_re
static_cast<GLsizei>(dst_rect.GetHeight())};
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View file

@ -15,6 +15,7 @@ class OGLTexture;
class TextureFilterBase {
friend class TextureFilterer;
public:
explicit TextureFilterBase(u16 scale_factor) : scale_factor(scale_factor) {
draw_fbo.Create();

View file

@ -27,8 +27,7 @@ public:
// Returns true if the texture was able to be filtered
bool Filter(const OGLTexture& src_tex, Common::Rectangle<u32> src_rect,
const OGLTexture& dst_tex, Common::Rectangle<u32> dst_rect,
SurfaceType type);
const OGLTexture& dst_tex, Common::Rectangle<u32> dst_rect, SurfaceType type);
static std::vector<std::string_view> GetFilterNames();

View file

@ -47,8 +47,7 @@
namespace OpenGL {
XbrzFreescale::XbrzFreescale(u16 scale_factor) :
TextureFilterBase(scale_factor) {
XbrzFreescale::XbrzFreescale(u16 scale_factor) : TextureFilterBase(scale_factor) {
const OpenGLState cur_state = OpenGLState::GetCurState();
@ -84,8 +83,8 @@ void XbrzFreescale::Filter(const OGLTexture& src_tex, Common::Rectangle<u32> src
static_cast<GLsizei>(dst_rect.GetHeight())};
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
dst_tex.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex.handle,
0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);