gl_shader_gen: Collapse several format calls into one

Same behavior, but performs one formatting pass without altering the
readability of the formatting.
This commit is contained in:
Lioncash 2020-06-08 06:44:01 -04:00
parent e79e991681
commit 11792682fb

View file

@ -1583,22 +1583,19 @@ ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shade
out += "#extension GL_ARB_separate_shader_objects : enable\n";
}
out += fmt::format("layout(location = {}) in vec4 vert_position;\n",
static_cast<int>(ATTRIBUTE_POSITION));
out += fmt::format("layout(location = {}) in vec4 vert_color;\n",
static_cast<int>(ATTRIBUTE_COLOR));
out += fmt::format("layout(location = {}) in vec2 vert_texcoord0;\n",
static_cast<int>(ATTRIBUTE_TEXCOORD0));
out += fmt::format("layout(location = {}) in vec2 vert_texcoord1;\n",
static_cast<int>(ATTRIBUTE_TEXCOORD1));
out += fmt::format("layout(location = {}) in vec2 vert_texcoord2;\n",
static_cast<int>(ATTRIBUTE_TEXCOORD2));
out += fmt::format("layout(location = {}) in float vert_texcoord0_w;\n",
static_cast<int>(ATTRIBUTE_TEXCOORD0_W));
out += fmt::format("layout(location = {}) in vec4 vert_normquat;\n",
static_cast<int>(ATTRIBUTE_NORMQUAT));
out +=
fmt::format("layout(location = {}) in vec3 vert_view;\n", static_cast<int>(ATTRIBUTE_VIEW));
fmt::format("layout(location = {}) in vec4 vert_position;\n"
"layout(location = {}) in vec4 vert_color;\n"
"layout(location = {}) in vec2 vert_texcoord0;\n"
"layout(location = {}) in vec2 vert_texcoord1;\n"
"layout(location = {}) in vec2 vert_texcoord2;\n"
"layout(location = {}) in float vert_texcoord0_w;\n"
"layout(location = {}) in vec4 vert_normquat;\n"
"layout(location = {}) in vec3 vert_view;\n",
static_cast<int>(ATTRIBUTE_POSITION), static_cast<int>(ATTRIBUTE_COLOR),
static_cast<int>(ATTRIBUTE_TEXCOORD0), static_cast<int>(ATTRIBUTE_TEXCOORD1),
static_cast<int>(ATTRIBUTE_TEXCOORD2), static_cast<int>(ATTRIBUTE_TEXCOORD0_W),
static_cast<int>(ATTRIBUTE_NORMQUAT), static_cast<int>(ATTRIBUTE_VIEW));
out += GetVertexInterfaceDeclaration(true, separable_shader);