glsl_shader_decompiler: Add AddNewLine() function to ShaderWriter

Avoids constructing a std::string just to append a newline character
This commit is contained in:
Lioncash 2018-04-19 20:05:42 -04:00
parent aa26baa3db
commit 412b31ad72
1 changed files with 12 additions and 6 deletions

View File

@ -114,13 +114,19 @@ public:
if (!text.empty()) {
AppendIndentation();
}
shader_source += text + '\n';
shader_source += text;
AddNewLine();
}
void AddLine(char character) {
DEBUG_ASSERT(scope >= 0);
AppendIndentation();
shader_source += character;
AddNewLine();
}
void AddNewLine() {
DEBUG_ASSERT(scope >= 0);
shader_source += '\n';
}
@ -475,7 +481,7 @@ private:
for (const auto& subroutine : subroutines) {
shader.AddLine("bool " + subroutine.GetName() + "();");
}
shader.AddLine("");
shader.AddNewLine();
// Add the main entry point
shader.AddLine("bool exec_shader() {");
@ -552,7 +558,7 @@ private:
for (const auto& reg : declr_register) {
declarations.AddLine("float " + reg + " = 0.0;");
}
declarations.AddLine("");
declarations.AddNewLine();
for (const auto& index : declr_input_attribute) {
// TODO(bunnei): Use proper number of elements for these
@ -561,7 +567,7 @@ private:
static_cast<u32>(Attribute::Index::Attribute_0)) +
") in vec4 " + GetInputAttribute(index) + ";");
}
declarations.AddLine("");
declarations.AddNewLine();
for (const auto& index : declr_output_attribute) {
// TODO(bunnei): Use proper number of elements for these
@ -570,7 +576,7 @@ private:
static_cast<u32>(Attribute::Index::Attribute_0)) +
") out vec4 " + GetOutputAttribute(index) + ";");
}
declarations.AddLine("");
declarations.AddNewLine();
unsigned const_buffer_layout = 0;
for (const auto& entry : GetConstBuffersDeclarations()) {
@ -578,7 +584,7 @@ private:
declarations.AddLine('{');
declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
declarations.AddLine("};");
declarations.AddLine("");
declarations.AddNewLine();
++const_buffer_layout;
}
}