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SwRasterizer: Run clang-format

Subv пре 9 година
родитељ
комит
2d69a9b8bf
1 измењених фајлова са 83 додато и 45 уклоњено
  1. 83 45
      src/video_core/swrasterizer/rasterizer.cpp

+ 83 - 45
src/video_core/swrasterizer/rasterizer.cpp

@@ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) {
     return lut_value + lut_diff * delta;
 }
 
-std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
+std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
+    const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
     const auto& lighting = g_state.regs.lighting;
 
     if (lighting.disable)
-        return {{}, {}};
+        return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
 
     // TODO(Subv): Bump mapping
     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
@@ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
         unsigned num = lighting.light_enable.GetNum(light_index);
         const auto& light_config = g_state.regs.lighting.light[num];
 
-        Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()};
+        Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
+                                      float16::FromRaw(light_config.y).ToFloat32(),
+                                      float16::FromRaw(light_config.z).ToFloat32()};
 
         if (light_config.config.directional)
             light_vector = position;
@@ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
             auto distance = (-view - position).Length();
             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
             float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
-            size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
+            size_t lut =
+                static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
 
             float sample_loc = scale * distance + bias;
 
-            u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f);
+            u8 lutindex =
+                static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
             float delta = sample_loc * 256 - lutindex;
             dist_atten = LookupLightingLut(lut, lutindex, delta);
         }
@@ -192,7 +197,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
         }
 
         auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
-                              bool abs) -> std::tuple<u8, float> {
+                               bool abs) -> std::tuple<u8, float> {
 
             Math::Vec3<float> norm_view = view.Normalized();
             Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
@@ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
                 break;
 
             default:
-                LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
+                LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
                 UNIMPLEMENTED();
                 result = 0.f;
             }
@@ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
                 else
                     result = std::max(result, 0.0f);
 
-                u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f);
+                float flr = std::floor(result * 256.f);
+                u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
                 float delta = result * 256 - lutindex;
-                return { lutindex, delta };
+                return {lutindex, delta};
             } else {
                 float flr = std::floor(result * 128.f);
-                s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f);
-                float delta = result * 128.f - tmpi;
-                return { tmpi & 0xFF, delta };
+                s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
+                float delta = result * 128.f - lutindex;
+                return {static_cast<u8>(lutindex), delta};
             }
         };
 
@@ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
             // Lookup specular "distribution 0" LUT value
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
+            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(),
+                                                 lighting.abs_lut_input.disable_d0 == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
 
-            d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
+            d0_lut_value =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
+                                  index, delta);
         }
 
         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
@@ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
 
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
+            std::tie(index, delta) =
+                GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
 
-            refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
+            refl_value.x =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
+                                  index, delta);
         } else {
             refl_value.x = 1.0f;
         }
@@ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
 
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
+            std::tie(index, delta) =
+                GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
 
-            refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
+            refl_value.y =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
+                                  index, delta);
         } else {
             refl_value.y = refl_value.x;
         }
@@ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
 
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
+            std::tie(index, delta) =
+                GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
 
-            refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
+            refl_value.z =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
+                                  index, delta);
         } else {
             refl_value.z = refl_value.x;
         }
@@ -312,54 +334,72 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
             // Lookup specular "distribution 1" LUT value
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
+            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(),
+                                                 lighting.abs_lut_input.disable_d1 == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
 
-            d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
+            d1_lut_value =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
+                                  index, delta);
         }
 
-        Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
+        Math::Vec3<float> specular_1 =
+            d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
 
         if (lighting.config1.disable_lut_fr == 0 &&
-            LightingRegs::IsLightingSamplerSupported(
-                lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
+            LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
+                                                     LightingRegs::LightingSampler::Fresnel)) {
 
             // Lookup fresnel LUT value
             u8 index;
             float delta;
-            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
+            std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(),
+                                                 lighting.abs_lut_input.disable_fr == 0);
 
             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
 
-            float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
+            float lut_value =
+                scale *
+                LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
+                                  index, delta);
 
-            // Enabled for difffuse lighting alpha component
-            if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
+            // Enabled for diffuse lighting alpha component
+            if (lighting.config0.fresnel_selector ==
+                    LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
                 diffuse_sum.a() *= lut_value;
             }
 
             // Enabled for the specular lighting alpha component
             if (lighting.config0.fresnel_selector ==
-                LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
+                    LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
                 specular_sum.a() *= lut_value;
             }
         }
 
-
-        auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
+        auto diffuse =
+            light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
 
-        specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
+        specular_sum +=
+            Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
     }
 
     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
-    return {
-        Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(),
-        Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>()
-    };
+
+    return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
+                .Cast<u8>(),
+            Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
+                                 MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
+                .Cast<u8>()};
 }
 
 MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
@@ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
             };
 
             Math::Quaternion<float> normquat{
-                {
-                    GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
-                    GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
-                    GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
-                },
+                {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
+                 GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
+                 GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
                 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
             };
 
             Math::Vec3<float> fragment_position{
                 GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
                 GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
-                GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()
-            };
+                GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()};
 
             Math::Vec2<float24> uv[3];
             uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
@@ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
             Math::Vec4<u8> primary_fragment_color;
             Math::Vec4<u8> secondary_fragment_color;
 
-            std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position);
+            std::tie(primary_fragment_color, secondary_fragment_color) =
+                ComputeFragmentsColors(normquat, fragment_position);
 
             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
                  ++tev_stage_index) {