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-rw-r--r--src/video_core/shader/shader.cpp39
1 files changed, 20 insertions, 19 deletions
diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp
index f565e2c91..852c5a9a0 100644
--- a/src/video_core/shader/shader.cpp
+++ b/src/video_core/shader/shader.cpp
@@ -46,10 +46,8 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
const auto& output_register_map = g_state.regs.vs_output_attributes[index];
- u32 semantics[4] = {
- output_register_map.map_x, output_register_map.map_y,
- output_register_map.map_z, output_register_map.map_w
- };
+ u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
+ output_register_map.map_z, output_register_map.map_w};
for (unsigned comp = 0; comp < 4; ++comp) {
float24* out = ((float24*)&ret) + semantics[comp];
@@ -65,19 +63,20 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
index++;
}
- // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
+ // The hardware takes the absolute and saturates vertex colors like this, *before* doing
+ // interpolation
for (unsigned i = 0; i < 4; ++i) {
- ret.color[i] = float24::FromFloat32(
- std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
+ ret.color[i] = float24::FromFloat32(std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
}
LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
- "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
- ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
- ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
- ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
- ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
- ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
+ "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
+ ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(),
+ ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(),
+ ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(),
+ ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
+ ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), ret.view.x.ToFloat32(),
+ ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
return ret;
}
@@ -96,8 +95,9 @@ void ClearCache() {
void ShaderSetup::Setup() {
#ifdef ARCHITECTURE_x86_64
if (VideoCore::g_shader_jit_enabled) {
- u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
- Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)));
+ u64 cache_key =
+ (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
+ Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)));
auto iter = shader_map.find(cache_key);
if (iter != shader_map.end()) {
@@ -127,7 +127,7 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
const auto& attribute_register_map = config.input_register_map;
for (unsigned i = 0; i < num_attributes; i++)
- state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
+ state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
state.conditional_code[0] = false;
state.conditional_code[1] = false;
@@ -140,10 +140,11 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
#else
RunInterpreter(setup, state, config.main_offset);
#endif // ARCHITECTURE_x86_64
-
}
-DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
+DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
+ const Regs::ShaderConfig& config,
+ const ShaderSetup& setup) {
UnitState<true> state;
state.debug.max_offset = 0;
@@ -155,7 +156,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
boost::fill(state.registers.input, &dummy_register);
for (unsigned i = 0; i < num_attributes; i++)
- state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
+ state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
state.conditional_code[0] = false;
state.conditional_code[1] = false;