fix formatting uglies introduced in glsl-master branch

This commit is contained in:
Shawn Hoffman
2011-12-26 00:15:54 -05:00
committed by Sonicadvance1
parent 4a4833e617
commit 31a8424bcc
15 changed files with 1061 additions and 1051 deletions

View File

@ -61,9 +61,9 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
@ -132,9 +132,9 @@ void CreateRgbToYuyvProgram()
void CreateYuyvToRgbProgram()
{
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
@ -390,7 +390,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
@ -425,7 +425,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
{
g_renderer->ResetAPIState();
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
@ -472,7 +472,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: make this less slow. (How?)
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
{
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
@ -486,7 +486,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
}
glViewport(0, 0, srcWidth, srcHeight);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);