gl_shader_gen: Eliminate unnecessary std::string construction in AppendProcTexCombineAndMap()
We can make use of a std::string_view here, since only string literals are used within the switch.
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@ -1018,43 +1018,34 @@ void AppendProcTexClamp(std::string& out, std::string_view var, ProcTexClamp mod
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void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
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std::string_view offset) {
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std::string combined;
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const auto combined = [combiner]() -> std::string_view {
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switch (combiner) {
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case ProcTexCombiner::U:
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combined = "u";
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break;
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return "u";
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case ProcTexCombiner::U2:
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combined = "(u * u)";
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break;
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return "(u * u)";
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case TexturingRegs::ProcTexCombiner::V:
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combined = "v";
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break;
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return "v";
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case TexturingRegs::ProcTexCombiner::V2:
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combined = "(v * v)";
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break;
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return "(v * v)";
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case TexturingRegs::ProcTexCombiner::Add:
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combined = "((u + v) * 0.5)";
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break;
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return "((u + v) * 0.5)";
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case TexturingRegs::ProcTexCombiner::Add2:
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combined = "((u * u + v * v) * 0.5)";
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break;
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return "((u * u + v * v) * 0.5)";
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case TexturingRegs::ProcTexCombiner::SqrtAdd2:
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combined = "min(sqrt(u * u + v * v), 1.0)";
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break;
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return "min(sqrt(u * u + v * v), 1.0)";
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case TexturingRegs::ProcTexCombiner::Min:
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combined = "min(u, v)";
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break;
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return "min(u, v)";
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case TexturingRegs::ProcTexCombiner::Max:
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combined = "max(u, v)";
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break;
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return "max(u, v)";
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case TexturingRegs::ProcTexCombiner::RMax:
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combined = "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)";
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break;
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return "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)";
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default:
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LOG_CRITICAL(HW_GPU, "Unknown combiner {}", static_cast<u32>(combiner));
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combined = "0.0";
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break;
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return "0.0";
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}
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}();
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out += fmt::format("ProcTexLookupLUT({}, {})", offset, combined);
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}
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