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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
fix formatting uglies introduced in glsl-master branch
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@ -61,9 +61,9 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// Output is BGRA because that is slightly faster than RGBA.
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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const char *FProgram =
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"#version 330 compatibility\n"
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@ -132,9 +132,9 @@ void CreateRgbToYuyvProgram()
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void CreateYuyvToRgbProgram()
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{
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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const char *FProgram =
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"#version 330 compatibility\n"
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@ -410,7 +410,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
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g_renderer->ResetAPIState();
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
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else
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PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
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@ -470,7 +470,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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s32 expandedWidth = (width + blkW) & (~blkW);
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s32 expandedHeight = (height + blkH) & (~blkH);
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
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else
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PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
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@ -516,7 +516,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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{
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g_renderer->ResetAPIState();
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
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else
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PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
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@ -563,7 +563,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: make this less slow. (How?)
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if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
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if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
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{
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glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
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GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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@ -577,7 +577,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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}
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glViewport(0, 0, srcWidth, srcHeight);
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if(g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL)
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ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
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else
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PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
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