[GPU/UI] XeSL readability improvements + float suffix
Use the _xe suffix instead of the xesl_ prefix for quicker visual recognition of identifiers, also switch to snake_case for consistency. Also add the f suffix to float32 literals because the Metal Shading Language is based on C++.
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14
xenia-build
14
xenia-build
@@ -907,11 +907,11 @@ class BuildShadersCommand(Command):
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# well as to enable `#include` in GLSL, to include `xesl.xesli` itself,
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# without writing the same `#if` / `#extension` / `#endif` in every
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# shader). Also, not all shading languages provide a built-in
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# preprocessor definition for identification of them, so XESL_LANGUAGE_*
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# is also defined via the build arguments. XESL_LANGUAGE_* is set
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# regardless of whether the file is XeSL or a raw source file in a
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# specific language, as XeSL headers may be used in language-specific
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# sources.
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# preprocessor definition for identification of them, so
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# `SHADING_LANGUAGE_*_XE` is also defined via the build arguments.
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# `SHADING_LANGUAGE_*_XE` is set regardless of whether the file is XeSL
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# or a raw source file in a specific language, as XeSL headers may be
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# used in language-specific sources.
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# Direct3D DXBC.
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if all_targets or 'dxbc' in targets:
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@@ -976,7 +976,7 @@ class BuildShadersCommand(Command):
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# clutter in this case.
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if subprocess.call([
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fxc,
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'/D', 'XESL_LANGUAGE_HLSL=1',
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'/D', 'SHADING_LANGUAGE_HLSL_XE=1',
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'/Fh', dxbc_file_path_base + '.h',
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'/T', dxbc_stage + '_5_1',
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'/Vn', dxbc_identifier,
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@@ -1064,7 +1064,7 @@ class BuildShadersCommand(Command):
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# --stdin must be before -S for some reason.
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glslang_arguments = [glslang,
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'--stdin' if src_is_xesl else src_path,
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'-DXESL_LANGUAGE_GLSL=1',
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'-DSHADING_LANGUAGE_GLSL_XE=1',
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'-S', spirv_stage,
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'-o', spirv_glslang_file_path,
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'-V']
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