mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
Fixes spacing for "for", "while", "switch" and "if"
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.
This commit is contained in:
@ -126,7 +126,7 @@ void UnloadDXGI()
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if (!dxgi_dll_ref) return;
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if (--dxgi_dll_ref != 0) return;
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if(hDXGIDll) FreeLibrary(hDXGIDll);
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if (hDXGIDll) FreeLibrary(hDXGIDll);
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hDXGIDll = nullptr;
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PCreateDXGIFactory = nullptr;
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}
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@ -136,7 +136,7 @@ void UnloadD3D()
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if (!d3d_dll_ref) return;
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if (--d3d_dll_ref != 0) return;
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if(hD3DDll) FreeLibrary(hD3DDll);
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if (hD3DDll) FreeLibrary(hD3DDll);
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hD3DDll = nullptr;
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PD3D11CreateDevice = nullptr;
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PD3D11CreateDeviceAndSwapChain = nullptr;
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@ -365,22 +365,22 @@ void Close()
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const char* VertexShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
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if (featlevel == D3D_FEATURE_LEVEL_11_0) return "vs_5_0";
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else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "vs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "vs_4_0";
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}
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const char* GeometryShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "gs_4_1";
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if (featlevel == D3D_FEATURE_LEVEL_11_0) return "gs_5_0";
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else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "gs_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "gs_4_0";
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}
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const char* PixelShaderVersionString()
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{
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if(featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
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else if(featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
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if (featlevel == D3D_FEATURE_LEVEL_11_0) return "ps_5_0";
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else if (featlevel == D3D_FEATURE_LEVEL_10_1) return "ps_4_1";
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else /*if(featlevel == D3D_FEATURE_LEVEL_10_0)*/ return "ps_4_0";
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}
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@ -35,13 +35,13 @@ public:
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int AppendData(void* data, int size, int vertex_size)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(offset + size >= max_size)
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if (offset + size >= max_size)
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{
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// wrap buffer around and notify observers
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offset = 0;
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context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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for(bool* observer : observers)
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for (bool* observer : observers)
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*observer = true;
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}
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else
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@ -623,10 +623,10 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{ x2, y1, 0.f, Color },
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};
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if(cq_observer ||
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draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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if (cq_observer ||
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draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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{
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cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
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cq_observer = false;
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@ -29,7 +29,7 @@ template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
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template<typename T> AutoState<T>::~AutoState()
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{
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if(state) ((T*)state)->Release();
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if (state) ((T*)state)->Release();
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state = nullptr;
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}
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@ -77,4 +77,4 @@ void StateManager::Apply()
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} // namespace
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} // namespace DX11
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} // namespace DX11
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@ -174,7 +174,7 @@ const char reint_rgba6_to_rgb8_msaa[] = {
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" for (int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src6 = round(texcol * 63.f);\n"
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@ -216,7 +216,7 @@ const char reint_rgb8_to_rgba6_msaa[] = {
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" for (int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src8 = round(texcol * 255.f);\n"
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@ -233,7 +233,7 @@ Renderer::Renderer()
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0.f, 1 << g_ActiveConfig.iMaxAnisotropy,
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D3D11_COMPARISON_ALWAYS, border,
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-D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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if(g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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if (g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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}
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// Clear EFB textures
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@ -362,7 +362,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
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D3D11_RECT RectToLock;
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if(type == PEEK_COLOR || type == PEEK_Z)
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if (type == PEEK_COLOR || type == PEEK_Z)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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@ -409,7 +409,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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float val = *(float*)map.pData;
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u32 ret = 0;
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if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
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if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = ((u32)(val * 0xffff));
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@ -433,7 +433,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// read the data from system memory
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D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
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u32 ret = 0;
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if(map.pData)
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if (map.pData)
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ret = *(u32*)map.pData;
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D3D::context->Unmap(read_tex, 0);
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@ -448,13 +448,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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ret = RGBA8ToRGB565ToRGBA8(ret);
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}
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if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
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if (bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
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{
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ret |= 0xFF000000;
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}
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if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
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else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
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if (alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
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else if (alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
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else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
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}
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else //if(type == POKE_COLOR)
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@ -784,7 +784,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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s_television.Submit(xfbAddr, fbWidth, fbHeight);
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s_television.Render();
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}
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else if(g_ActiveConfig.bUseXFB)
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else if (g_ActiveConfig.bUseXFB)
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{
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const XFBSourceBase* xfbSource;
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@ -1084,7 +1084,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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// TODO: unnecessary state changes, we should store a list of shader resources
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//if (shader_resources[stage])
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{
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if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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if (g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
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