Reformat all the things. Have fun with merge conflicts.

This commit is contained in:
Pierre Bourdon
2016-06-24 10:43:46 +02:00
parent 2115e8a4a6
commit 3570c7f03a
1116 changed files with 187405 additions and 180344 deletions

View File

@ -16,33 +16,34 @@ struct PortableVertexDeclaration;
namespace VertexLoaderManager
{
using NativeVertexFormatMap = std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>>;
using NativeVertexFormatMap =
std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>>;
void Init();
void Shutdown();
void Init();
void Shutdown();
void MarkAllDirty();
void MarkAllDirty();
NativeVertexFormatMap* GetNativeVertexFormatMap();
NativeVertexFormatMap* GetNativeVertexFormatMap();
// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bool skip_drawing, bool is_preprocess);
// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bool skip_drawing,
bool is_preprocess);
// For debugging
void AppendListToString(std::string *dest);
// For debugging
void AppendListToString(std::string* dest);
NativeVertexFormat* GetCurrentVertexFormat();
NativeVertexFormat* GetCurrentVertexFormat();
// Resolved pointers to array bases. Used by vertex loaders.
extern u8 *cached_arraybases[12];
void UpdateVertexArrayPointers();
// Resolved pointers to array bases. Used by vertex loaders.
extern u8* cached_arraybases[12];
void UpdateVertexArrayPointers();
// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
// These arrays are in reverse order.
extern float position_cache[3][4];
extern u32 position_matrix_index[3];
// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
// These arrays are in reverse order.
extern float position_cache[3][4];
extern u32 position_matrix_index[3];
// VB_HAS_X. Bitmask telling what vertex components are present.
extern u32 g_current_components;
// VB_HAS_X. Bitmask telling what vertex components are present.
extern u32 g_current_components;
}