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:
Matthew Parlane
2014-03-11 00:30:55 +13:00
parent 4591464486
commit 31cfc73a09
189 changed files with 1250 additions and 1159 deletions

View File

@ -233,7 +233,7 @@ Renderer::Renderer()
0.f, 1 << g_ActiveConfig.iMaxAnisotropy,
D3D11_COMPARISON_ALWAYS, border,
-D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
if(g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
if (g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
}
// Clear EFB textures
@ -362,7 +362,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
D3D11_RECT RectToLock;
if(type == PEEK_COLOR || type == PEEK_Z)
if (type == PEEK_COLOR || type == PEEK_Z)
{
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
@ -409,7 +409,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
float val = *(float*)map.pData;
u32 ret = 0;
if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = ((u32)(val * 0xffff));
@ -433,7 +433,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
u32 ret = 0;
if(map.pData)
if (map.pData)
ret = *(u32*)map.pData;
D3D::context->Unmap(read_tex, 0);
@ -448,13 +448,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
ret = RGBA8ToRGB565ToRGBA8(ret);
}
if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
if (bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
{
ret |= 0xFF000000;
}
if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
if (alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
else if (alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
}
else //if(type == POKE_COLOR)
@ -784,7 +784,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
s_television.Submit(xfbAddr, fbWidth, fbHeight);
s_television.Render();
}
else if(g_ActiveConfig.bUseXFB)
else if (g_ActiveConfig.bUseXFB)
{
const XFBSourceBase* xfbSource;
@ -1084,7 +1084,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
// TODO: unnecessary state changes, we should store a list of shader resources
//if (shader_resources[stage])
{
if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
if (g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");