cleanup (#2579)
* cleanup remove unused macro parameters * de-macro CASE_IMPLEMENT_UNIFORM in d3d11, d3d12, mtl, vk * fix whitespace * remove undef of macro that was deleted * collapse switch statements
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@ -3367,18 +3367,10 @@ namespace bgfx { namespace d3d11
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data = (const char*)m_uniforms[handle.idx];
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}
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#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
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case UniformType::_uniform: \
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case UniformType::_uniform|kUniformFragmentBit: \
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{ \
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setShaderUniform(uint8_t(type), loc, data, num); \
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} \
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break;
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switch ( (uint32_t)type)
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{
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case UniformType::Mat3:
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case UniformType::Mat3|kUniformFragmentBit: \
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case UniformType::Mat3|kUniformFragmentBit:
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{
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float* value = (float*)data;
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for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
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@ -3401,9 +3393,16 @@ namespace bgfx { namespace d3d11
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}
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break;
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CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
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CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
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CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
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case UniformType::Sampler:
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case UniformType::Sampler | kUniformFragmentBit:
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case UniformType::Vec4:
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case UniformType::Vec4 | kUniformFragmentBit:
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case UniformType::Mat4:
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case UniformType::Mat4 | kUniformFragmentBit:
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{
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setShaderUniform(uint8_t(type), loc, data, num);
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}
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break;
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case UniformType::End:
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break;
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@ -3412,7 +3411,6 @@ namespace bgfx { namespace d3d11
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BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
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break;
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}
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#undef CASE_IMPLEMENT_UNIFORM
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}
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}
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@ -3173,14 +3173,6 @@ namespace bgfx { namespace d3d12
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data = (const char*)m_uniforms[handle.idx];
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}
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#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
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case UniformType::_uniform: \
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case UniformType::_uniform|kUniformFragmentBit: \
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{ \
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setShaderUniform(uint8_t(type), loc, data, num); \
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} \
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break;
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switch ( (uint32_t)type)
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{
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case UniformType::Mat3:
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@ -3207,9 +3199,16 @@ namespace bgfx { namespace d3d12
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}
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break;
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CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
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CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
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CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
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case UniformType::Sampler:
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case UniformType::Sampler | kUniformFragmentBit:
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case UniformType::Vec4:
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case UniformType::Vec4 | kUniformFragmentBit:
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case UniformType::Mat4:
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case UniformType::Mat4 | kUniformFragmentBit:
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{
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setShaderUniform(uint8_t(type), loc, data, num);
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}
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break;
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case UniformType::End:
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break;
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@ -3218,7 +3217,6 @@ namespace bgfx { namespace d3d12
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BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
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break;
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}
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#undef CASE_IMPLEMENT_UNIFORM
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}
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}
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@ -1451,14 +1451,6 @@ namespace bgfx { namespace mtl
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data = (const char*)m_uniforms[handle.idx];
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}
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#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
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case UniformType::_uniform: \
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case UniformType::_uniform|kUniformFragmentBit: \
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{ \
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setShaderUniform(uint8_t(type), loc, data, num); \
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} \
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break;
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switch ( (uint32_t)type)
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{
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case UniformType::Mat3:
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@ -1485,9 +1477,16 @@ namespace bgfx { namespace mtl
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}
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break;
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CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
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CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
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CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
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case UniformType::Sampler:
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case UniformType::Sampler | kUniformFragmentBit:
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case UniformType::Vec4:
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case UniformType::Vec4 | kUniformFragmentBit:
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case UniformType::Mat4:
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case UniformType::Mat4 | kUniformFragmentBit:
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{
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setShaderUniform(uint8_t(type), loc, data, num);
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}
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break;
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case UniformType::End:
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break;
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@ -1496,9 +1495,6 @@ namespace bgfx { namespace mtl
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BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
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break;
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}
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#undef CASE_IMPLEMENT_UNIFORM
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}
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}
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@ -4057,14 +4057,6 @@ VK_IMPORT_DEVICE
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data = (const char*)m_uniforms[handle.idx];
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}
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#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
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case UniformType::_uniform: \
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case UniformType::_uniform|kUniformFragmentBit: \
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{ \
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setShaderUniform(uint8_t(type), loc, data, num); \
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} \
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break;
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switch ( (uint32_t)type)
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{
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case UniformType::Mat3:
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@ -4095,9 +4087,15 @@ VK_IMPORT_DEVICE
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case UniformType::Sampler|kUniformFragmentBit:
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// do nothing, but VkDescriptorSetImageInfo would be set before drawing
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break;
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// CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
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CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
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CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
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case UniformType::Vec4:
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case UniformType::Vec4 | kUniformFragmentBit:
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case UniformType::Mat4:
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case UniformType::Mat4 | kUniformFragmentBit:
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{
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setShaderUniform(uint8_t(type), loc, data, num);
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}
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break;
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case UniformType::End:
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break;
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@ -4106,7 +4104,6 @@ VK_IMPORT_DEVICE
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BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
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break;
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}
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#undef CASE_IMPLEMENT_UNIFORM
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}
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}
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