mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -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:
@ -87,7 +87,7 @@ inline int iround(float x)
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int t;
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t = (int)x;
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if((x - t) >= 0.5)
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if ((x - t) >= 0.5)
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return t + 1;
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return t;
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@ -149,7 +149,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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// colors
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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for (int comp = 0; comp < 4; comp++)
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{
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u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
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@ -299,7 +299,7 @@ void BuildBlock(s32 blockX, s32 blockY)
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{
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int stageOdd = i&1;
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TwoTevStageOrders &order = bpmem.tevorders[i >> 1];
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if(order.getEnable(stageOdd))
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if (order.getEnable(stageOdd))
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{
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u32 texmap = order.getTexMap(stageOdd);
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u32 texcoord = order.getTexCoord(stageOdd);
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@ -384,15 +384,15 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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if (!bpmem.genMode.zfreeze || !g_SWVideoConfig.bZFreeze)
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31);
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for(unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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for (int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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for(unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for(int comp = 0; comp < 3; comp++)
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for (int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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@ -406,14 +406,14 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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s32 C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if(DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if(DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if(DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
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// Loop through blocks
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for(s32 y = miny; y < maxy; y += BLOCK_SIZE)
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for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
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{
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for(s32 x = minx; x < maxx; x += BLOCK_SIZE)
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for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
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{
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// Corners of block
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s32 x0 = x << 4;
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@ -441,17 +441,17 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if(a == 0x0 || b == 0x0 || c == 0x0)
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if (a == 0x0 || b == 0x0 || c == 0x0)
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continue;
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BuildBlock(x, y);
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// Accept whole block when totally covered
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if(a == 0xF && b == 0xF && c == 0xF)
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if (a == 0xF && b == 0xF && c == 0xF)
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{
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for(s32 iy = 0; iy < BLOCK_SIZE; iy++)
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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for(s32 ix = 0; ix < BLOCK_SIZE; ix++)
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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@ -463,15 +463,15 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
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s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
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for(s32 iy = 0; iy < BLOCK_SIZE; iy++)
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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for(s32 ix = 0; ix < BLOCK_SIZE; ix++)
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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if(CX1 > 0 && CX2 > 0 && CX3 > 0)
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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