diff --git a/rpcs3/Emu/RSX/GL/GLOverlays.h b/rpcs3/Emu/RSX/GL/GLOverlays.h index 2de924e08e..4c2207b3b7 100644 --- a/rpcs3/Emu/RSX/GL/GLOverlays.h +++ b/rpcs3/Emu/RSX/GL/GLOverlays.h @@ -277,7 +277,6 @@ namespace gl depth_convert_pass() { vs_src = - { "#version 420\n\n" "uniform vec2 tex_scale;\n" "out vec2 tc0;\n" @@ -288,11 +287,9 @@ namespace gl " vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n" " gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n" " tc0 = coords[gl_VertexID % 4] * tex_scale;\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n\n" "in vec2 tc0;\n" "layout(binding=31) uniform sampler2D fs0;\n" @@ -301,8 +298,7 @@ namespace gl "{\n" " vec4 rgba_in = texture(fs0, tc0);\n" " gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n" - "}\n" - }; + "}\n"; } void run(const areai& src_area, const areai& dst_area, gl::texture* source, gl::texture* target) @@ -325,18 +321,15 @@ namespace gl rgba8_unorm_rg16_sfloat_convert_pass() { vs_src = - { "#version 420\n\n" "\n" "void main()\n" "{\n" " vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n" " gl_Position = vec4(positions[gl_VertexID % 4], 0., 1.);\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n\n" "layout(binding=31) uniform sampler2D fs0;\n" "layout(location=0) out vec4 ocol;\n" @@ -345,8 +338,7 @@ namespace gl "{\n" " uint value = packUnorm4x8(texelFetch(fs0, ivec2(gl_FragCoord.xy), 0).zyxw);\n" " ocol.xy = unpackHalf2x16(value);\n" - "}\n" - }; + "}\n"; } void run(u16 w, u16 h, GLuint target, GLuint source) @@ -371,7 +363,6 @@ namespace gl ui_overlay_renderer() { vs_src = - { "#version 420\n\n" "layout(location=0) in vec4 in_pos;\n" "layout(location=0) out vec2 tc0;\n" @@ -396,11 +387,9 @@ namespace gl " window_coord.y = (1. - window_coord.y); // Invert y axis\n" " vec4 pos = vec4(window_coord, 0., 1.);\n" " gl_Position = (pos + pos) - 1.;\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n\n" "layout(binding=31) uniform sampler2D fs0;\n" "layout(location=0) in vec2 tc0;\n" @@ -482,8 +471,7 @@ namespace gl " ocol = sample_image(fs0, tc0) * diff_color;\n" " else\n" " ocol = diff_color;\n" - "}\n" - }; + "}\n"; // Smooth filtering required for inputs input_filter = GL_LINEAR; @@ -682,7 +670,6 @@ namespace gl video_out_calibration_pass() { vs_src = - { "#version 420\n\n" "layout(location=0) out vec2 tc0;\n" "uniform float x_scale;\n" @@ -697,11 +684,9 @@ namespace gl " tc0 = coords[gl_VertexID % 4];\n" " vec2 pos = positions[gl_VertexID % 4] * vec2(x_scale, y_scale) + (2. * vec2(x_offset, y_offset));\n" " gl_Position = vec4(pos, 0., 1.);\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n\n" "layout(binding=31) uniform sampler2D fs0;\n" "layout(location=0) in vec2 tc0;\n" @@ -718,8 +703,7 @@ namespace gl " ocol = ((color * 220.) + 16.) / 255.;\n" " else\n" " ocol = color;\n" - "}\n" - }; + "}\n"; input_filter = GL_LINEAR; } diff --git a/rpcs3/Emu/RSX/VK/VKCompute.h b/rpcs3/Emu/RSX/VK/VKCompute.h index cf579ab108..da3770f25c 100644 --- a/rpcs3/Emu/RSX/VK/VKCompute.h +++ b/rpcs3/Emu/RSX/VK/VKCompute.h @@ -205,20 +205,14 @@ namespace vk cs_shuffle_base() { work_kernel = - { " value = data[index];\n" - " data[index] = %f(value);\n" - }; + " data[index] = %f(value);\n"; loop_advance = - { - " index++;\n" - }; + " index++;\n"; suffix = - { - "}\n" - }; + "}\n"; } void build(const char* function_name, u32 _kernel_size = 0) @@ -229,7 +223,6 @@ namespace vk kernel_size = _kernel_size? _kernel_size : optimal_kernel_size; m_src = - { "#version 430\n" "layout(local_size_x=%ws, local_size_y=1, local_size_z=1) in;\n" "layout(std430, set=0, binding=0) buffer ssbo{ uint data[]; };\n" @@ -254,8 +247,7 @@ namespace vk " uint index = gl_GlobalInvocationID.x * KERNEL_SIZE;\n" " uint value;\n" " %vars" - "\n" - }; + "\n"; const std::pair syntax_replace[] = { @@ -413,15 +405,13 @@ namespace vk uniform_inputs = true; variables = - { " uint block_length = params[0].x >> 2;\n" " uint z_offset = params[0].y >> 2;\n" " uint s_offset = params[0].z >> 2;\n" " uint depth;\n" " uint stencil;\n" " uint stencil_shift;\n" - " uint stencil_offset;\n" - }; + " uint stencil_offset;\n"; } void bind_resources() override @@ -450,7 +440,6 @@ namespace vk cs_gather_d24x8() { work_kernel = - { " if (index >= block_length)\n" " return;\n" "\n" @@ -460,8 +449,7 @@ namespace vk " stencil = data[stencil_offset + s_offset];\n" " stencil = (stencil >> stencil_shift) & 0xFF;\n" " value = (depth << 8) | stencil;\n" - " data[index] = value;\n" - }; + " data[index] = value;\n"; cs_shuffle_base::build(""); } @@ -472,7 +460,6 @@ namespace vk cs_gather_d32x8() { work_kernel = - { " if (index >= block_length)\n" " return;\n" "\n" @@ -482,8 +469,7 @@ namespace vk " stencil = data[stencil_offset + s_offset];\n" " stencil = (stencil >> stencil_shift) & 0xFF;\n" " value = (depth << 8) | stencil;\n" - " data[index] = value;\n" - }; + " data[index] = value;\n"; cs_shuffle_base::build(""); } @@ -494,7 +480,6 @@ namespace vk cs_scatter_d24x8() { work_kernel = - { " if (index >= block_length)\n" " return;\n" "\n" @@ -503,8 +488,7 @@ namespace vk " stencil_offset = (index / 4);\n" " stencil_shift = (index % 4) * 8;\n" " stencil = (value & 0xFF) << stencil_shift;\n" - " data[stencil_offset + s_offset] |= stencil;\n" - }; + " data[stencil_offset + s_offset] |= stencil;\n"; cs_shuffle_base::build(""); } @@ -515,7 +499,6 @@ namespace vk cs_scatter_d32x8() { work_kernel = - { " if (index >= block_length)\n" " return;\n" "\n" @@ -524,8 +507,7 @@ namespace vk " stencil_offset = (index / 4);\n" " stencil_shift = (index % 4) * 8;\n" " stencil = (value & 0xFF) << stencil_shift;\n" - " data[stencil_offset + s_offset] |= stencil;\n" - }; + " data[stencil_offset + s_offset] |= stencil;\n"; cs_shuffle_base::build(""); } diff --git a/rpcs3/Emu/RSX/VK/VKOverlays.h b/rpcs3/Emu/RSX/VK/VKOverlays.h index b85483c2a5..e382bdf0d6 100644 --- a/rpcs3/Emu/RSX/VK/VKOverlays.h +++ b/rpcs3/Emu/RSX/VK/VKOverlays.h @@ -384,7 +384,6 @@ namespace vk depth_convert_pass() { vs_src = - { "#version 450\n" "#extension GL_ARB_separate_shader_objects : enable\n" "layout(std140, set=0, binding=0) uniform static_data{ vec4 regs[8]; };\n" @@ -396,11 +395,9 @@ namespace vk " vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};\n" " gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n" " tc0 = coords[gl_VertexIndex % 4] * regs[0].xy;\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n" "#extension GL_ARB_separate_shader_objects : enable\n" "#extension GL_ARB_shader_stencil_export : enable\n\n" @@ -411,8 +408,7 @@ namespace vk "{\n" " vec4 rgba_in = texture(fs0, tc0);\n" " gl_FragDepth = rgba_in.w * 0.99609 + rgba_in.x * 0.00389 + rgba_in.y * 0.00002;\n" - "}\n" - }; + "}\n"; renderpass_config.set_depth_mask(true); renderpass_config.enable_depth_test(VK_COMPARE_OP_ALWAYS); @@ -463,7 +459,6 @@ namespace vk ui_overlay_renderer() { vs_src = - { "#version 450\n" "#extension GL_ARB_separate_shader_objects : enable\n" "layout(location=0) in vec4 in_pos;\n" @@ -490,11 +485,9 @@ namespace vk " vec4 pos = vec4((in_pos.xy * regs[0].zw) / regs[0].xy, 0.5, 1.);\n" " pos.xy = snap_to_grid(pos.xy);\n" " gl_Position = (pos + pos) - 1.;\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n" "#extension GL_ARB_separate_shader_objects : enable\n" "layout(set=0, binding=1) uniform sampler2D fs0;\n" @@ -576,8 +569,7 @@ namespace vk " ocol = texture(fs0, tc0).rrrr * diff_color;\n" " else\n" " ocol = sample_image(fs0, tc0, parameters2.x).bgra * diff_color;\n" - "}\n" - }; + "}\n"; renderpass_config.set_attachment_count(1); renderpass_config.set_color_mask(true, true, true, true); @@ -823,7 +815,6 @@ namespace vk attachment_clear_pass() { vs_src = - { "#version 450\n" "#extension GL_ARB_separate_shader_objects : enable\n" "layout(push_constant) uniform static_data{ vec4 regs[2]; };\n" @@ -839,11 +830,9 @@ namespace vk " color = regs[0];\n" " mask = regs[1];\n" " gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n" - "}\n" - }; + "}\n"; fs_src = - { "#version 420\n" "#extension GL_ARB_separate_shader_objects : enable\n" "layout(set=0, binding=1) uniform sampler2D fs0;\n" @@ -856,8 +845,7 @@ namespace vk "{\n" " vec4 original_color = texture(fs0, tc0);\n" " out_color = mix(original_color, color, bvec4(mask));\n" - "}\n" - }; + "}\n"; renderpass_config.set_depth_mask(false); renderpass_config.set_color_mask(true, true, true, true);