clang-format: Increase column limit from 80 to 120

This commit is contained in:
Ryan Foster
2024-10-04 18:19:27 -04:00
parent 109f64c446
commit a1fbf1015f
736 changed files with 22684 additions and 45435 deletions
+31 -65
View File
@@ -28,8 +28,7 @@
#include <fstream>
#include <d3dcompiler.h>
void gs_vertex_shader::GetBuffersExpected(
const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
void gs_vertex_shader::GetBuffersExpected(const vector<D3D11_INPUT_ELEMENT_DESC> &inputs)
{
for (size_t i = 0; i < inputs.size(); i++) {
const D3D11_INPUT_ELEMENT_DESC &input = inputs[i];
@@ -44,8 +43,7 @@ void gs_vertex_shader::GetBuffersExpected(
}
}
gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
const char *shaderString)
gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file, const char *shaderString)
: gs_shader(device, gs_type::gs_vertex_shader, GS_SHADER_VERTEX),
hasNormals(false),
hasColors(false),
@@ -69,16 +67,13 @@ gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
data.resize(shaderBlob->GetBufferSize());
memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
hr = device->device->CreateVertexShader(data.data(), data.size(), NULL,
shader.Assign());
hr = device->device->CreateVertexShader(data.data(), data.size(), NULL, shader.Assign());
if (FAILED(hr))
throw HRError("Failed to create vertex shader", hr);
const UINT layoutSize = (UINT)layoutData.size();
if (layoutSize > 0) {
hr = device->device->CreateInputLayout(layoutData.data(),
(UINT)layoutSize,
data.data(), data.size(),
hr = device->device->CreateInputLayout(layoutData.data(), (UINT)layoutSize, data.data(), data.size(),
layout.Assign());
if (FAILED(hr))
throw HRError("Failed to create input layout", hr);
@@ -88,8 +83,7 @@ gs_vertex_shader::gs_vertex_shader(gs_device_t *device, const char *file,
world = gs_shader_get_param_by_name(this, "World");
}
gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
const char *shaderString)
gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file, const char *shaderString)
: gs_shader(device, gs_type::gs_pixel_shader, GS_SHADER_PIXEL)
{
ShaderProcessor processor(device);
@@ -108,8 +102,7 @@ gs_pixel_shader::gs_pixel_shader(gs_device_t *device, const char *file,
data.resize(shaderBlob->GetBufferSize());
memcpy(&data[0], shaderBlob->GetBufferPointer(), data.size());
hr = device->device->CreatePixelShader(data.data(), data.size(), NULL,
shader.Assign());
hr = device->device->CreatePixelShader(data.data(), data.size(), NULL, shader.Assign());
if (FAILED(hr))
throw HRError("Failed to create pixel shader", hr);
}
@@ -196,8 +189,7 @@ void gs_shader::BuildConstantBuffer()
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = device->device->CreateBuffer(&bd, NULL,
constants.Assign());
hr = device->device->CreateBuffer(&bd, NULL, constants.Assign());
if (FAILED(hr))
throw HRError("Failed to create constant buffer", hr);
}
@@ -218,8 +210,7 @@ static uint64_t fnv1a_hash(const char *str, size_t len)
return hash;
}
void gs_shader::Compile(const char *shaderString, const char *file,
const char *target, ID3D10Blob **shader)
void gs_shader::Compile(const char *shaderString, const char *file, const char *target, ID3D10Blob **shader)
{
ComPtr<ID3D10Blob> errorsBlob;
HRESULT hr;
@@ -234,8 +225,7 @@ void gs_shader::Compile(const char *shaderString, const char *file,
uint64_t hash = fnv1a_hash(shaderString, shaderStrLen);
snprintf(hashstr, sizeof(hashstr), "%02llx", hash);
BPtr program_data =
os_get_program_data_path_ptr("obs-studio/shader-cache");
BPtr program_data = os_get_program_data_path_ptr("obs-studio/shader-cache");
auto cachePath = filesystem::u8path(program_data.Get()) / hashstr;
// Increment if on-disk format changes
cachePath += ".v2";
@@ -259,10 +249,8 @@ void gs_shader::Compile(const char *shaderString, const char *file,
len -= sizeof(checksum);
D3DCreateBlob(len, shader);
cacheFile.read((char *)(*shader)->GetBufferPointer(),
len);
uint64_t calculated_checksum = fnv1a_hash(
(char *)(*shader)->GetBufferPointer(), len);
cacheFile.read((char *)(*shader)->GetBufferPointer(), len);
uint64_t calculated_checksum = fnv1a_hash((char *)(*shader)->GetBufferPointer(), len);
cacheFile.read((char *)&checksum, sizeof(checksum));
if (calculated_checksum != checksum)
@@ -271,19 +259,15 @@ void gs_shader::Compile(const char *shaderString, const char *file,
is_cached = true;
} catch (const exception &e) {
// Something went wrong reading the cache file, delete it
blog(LOG_WARNING,
"Loading shader cache file failed with \"%s\": %s",
e.what(), file);
blog(LOG_WARNING, "Loading shader cache file failed with \"%s\": %s", e.what(), file);
cacheFile.close();
filesystem::remove(cachePath);
}
}
if (!is_cached) {
hr = D3DCompile(shaderString, shaderStrLen, file, NULL, NULL,
"main", target,
D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, shader,
errorsBlob.Assign());
hr = D3DCompile(shaderString, shaderStrLen, file, NULL, NULL, "main", target,
D3D10_SHADER_OPTIMIZATION_LEVEL3, 0, shader, errorsBlob.Assign());
if (FAILED(hr)) {
if (errorsBlob != NULL && errorsBlob->GetBufferSize())
throw ShaderError(errorsBlob, hr);
@@ -294,19 +278,13 @@ void gs_shader::Compile(const char *shaderString, const char *file,
cacheFile.open(cachePath, ios::out | ios::binary);
if (cacheFile.is_open()) {
try {
uint64_t calculated_checksum = fnv1a_hash(
(char *)(*shader)->GetBufferPointer(),
(*shader)->GetBufferSize());
uint64_t calculated_checksum =
fnv1a_hash((char *)(*shader)->GetBufferPointer(), (*shader)->GetBufferSize());
cacheFile.write(
(char *)(*shader)->GetBufferPointer(),
(*shader)->GetBufferSize());
cacheFile.write((char *)&calculated_checksum,
sizeof(calculated_checksum));
cacheFile.write((char *)(*shader)->GetBufferPointer(), (*shader)->GetBufferSize());
cacheFile.write((char *)&calculated_checksum, sizeof(calculated_checksum));
} catch (const exception &e) {
blog(LOG_WARNING,
"Writing shader cache file failed with \"%s\": %s",
e.what(), file);
blog(LOG_WARNING, "Writing shader cache file failed with \"%s\": %s", e.what(), file);
cacheFile.close();
filesystem::remove(cachePath);
}
@@ -316,19 +294,16 @@ void gs_shader::Compile(const char *shaderString, const char *file,
#ifdef DISASSEMBLE_SHADERS
ComPtr<ID3D10Blob> asmBlob;
hr = D3DDisassemble((*shader)->GetBufferPointer(),
(*shader)->GetBufferSize(), 0, nullptr, &asmBlob);
hr = D3DDisassemble((*shader)->GetBufferPointer(), (*shader)->GetBufferSize(), 0, nullptr, &asmBlob);
if (SUCCEEDED(hr) && !!asmBlob && asmBlob->GetBufferSize()) {
blog(LOG_INFO, "=============================================");
blog(LOG_INFO, "Disassembly output for shader '%s':\n%s", file,
asmBlob->GetBufferPointer());
blog(LOG_INFO, "Disassembly output for shader '%s':\n%s", file, asmBlob->GetBufferPointer());
}
#endif
}
inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
gs_shader_param &param, bool &upload)
inline void gs_shader::UpdateParam(vector<uint8_t> &constData, gs_shader_param &param, bool &upload)
{
if (param.type != GS_SHADER_PARAM_TEXTURE) {
if (!param.curValue.size())
@@ -339,12 +314,10 @@ inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
if (param.pos > constData.size()) {
uint8_t zero = 0;
constData.insert(constData.end(),
param.pos - constData.size(), zero);
constData.insert(constData.end(), param.pos - constData.size(), zero);
}
constData.insert(constData.end(), param.curValue.begin(),
param.curValue.end());
constData.insert(constData.end(), param.curValue.begin(), param.curValue.end());
if (param.changed) {
upload = true;
@@ -355,16 +328,13 @@ inline void gs_shader::UpdateParam(vector<uint8_t> &constData,
struct gs_shader_texture shader_tex;
memcpy(&shader_tex, param.curValue.data(), sizeof(shader_tex));
if (shader_tex.srgb)
device_load_texture_srgb(device, shader_tex.tex,
param.textureID);
device_load_texture_srgb(device, shader_tex.tex, param.textureID);
else
device_load_texture(device, shader_tex.tex,
param.textureID);
device_load_texture(device, shader_tex.tex, param.textureID);
if (param.nextSampler) {
ID3D11SamplerState *state = param.nextSampler->state;
device->context->PSSetSamplers(param.textureID, 1,
&state);
device->context->PSSetSamplers(param.textureID, 1, &state);
param.nextSampler = nullptr;
}
}
@@ -387,8 +357,7 @@ void gs_shader::UploadParams()
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr;
hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD,
0, &map);
hr = device->context->Map(constants, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED(hr))
throw HRError("Could not lock constant buffer", hr);
@@ -441,8 +410,7 @@ gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
return static_cast<const gs_vertex_shader *>(shader)->world;
}
void gs_shader_get_param_info(const gs_sparam_t *param,
struct gs_shader_param_info *info)
void gs_shader_get_param_info(const gs_sparam_t *param, struct gs_shader_param_info *info)
{
if (!param)
return;
@@ -451,8 +419,7 @@ void gs_shader_get_param_info(const gs_sparam_t *param,
info->type = param->type;
}
static inline void shader_setval_inline(gs_shader_param *param,
const void *data, size_t size)
static inline void shader_setval_inline(gs_shader_param *param, const void *data, size_t size)
{
assert(param);
if (!param)
@@ -524,8 +491,7 @@ void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
void gs_shader_set_default(gs_sparam_t *param)
{
if (param->defaultValue.size())
shader_setval_inline(param, param->defaultValue.data(),
param->defaultValue.size());
shader_setval_inline(param, param->defaultValue.data(), param->defaultValue.size());
}
void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)