Sources: Run clang-format on everything.
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386 changed files with 19560 additions and 18080 deletions
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@ -46,10 +46,8 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
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const auto& output_register_map = g_state.regs.vs_output_attributes[index];
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u32 semantics[4] = {
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output_register_map.map_x, output_register_map.map_y,
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output_register_map.map_z, output_register_map.map_w
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};
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u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y,
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output_register_map.map_z, output_register_map.map_w};
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for (unsigned comp = 0; comp < 4; ++comp) {
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float24* out = ((float24*)&ret) + semantics[comp];
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@ -65,19 +63,20 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) {
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index++;
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}
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// The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation
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// The hardware takes the absolute and saturates vertex colors like this, *before* doing
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// interpolation
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for (unsigned i = 0; i < 4; ++i) {
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ret.color[i] = float24::FromFloat32(
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std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
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ret.color[i] = float24::FromFloat32(std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
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}
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LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
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"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
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ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
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ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
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ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
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ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
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ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
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"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
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ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(),
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ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(),
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ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(),
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ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
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ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), ret.view.x.ToFloat32(),
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ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
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return ret;
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}
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@ -96,8 +95,9 @@ void ClearCache() {
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void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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if (VideoCore::g_shader_jit_enabled) {
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u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)));
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u64 cache_key =
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(Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data)));
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auto iter = shader_map.find(cache_key);
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if (iter != shader_map.end()) {
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@ -127,7 +127,7 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
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const auto& attribute_register_map = config.input_register_map;
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for (unsigned i = 0; i < num_attributes; i++)
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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@ -140,10 +140,11 @@ void ShaderSetup::Run(UnitState<false>& state, const InputVertex& input, int num
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#else
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RunInterpreter(setup, state, config.main_offset);
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#endif // ARCHITECTURE_x86_64
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}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) {
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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const Regs::ShaderConfig& config,
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const ShaderSetup& setup) {
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UnitState<true> state;
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state.debug.max_offset = 0;
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@ -155,7 +156,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
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boost::fill(state.registers.input, &dummy_register);
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for (unsigned i = 0; i < num_attributes; i++)
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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