Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project.

Got rid of trailing spaces that were unnecessary too.

Also update the license header for this project. We don't use SVN anymore.
This commit is contained in:
Lioncash
2013-04-13 23:54:02 -04:00
parent 48927c17d2
commit 7ab0cca645
51 changed files with 4633 additions and 4567 deletions

View File

@ -12,7 +12,7 @@
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _EFB_INTERFACE_H_
@ -22,32 +22,32 @@
namespace EfbInterface
{
const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
const int DEPTH_BUFFER_START = EFB_WIDTH * EFB_HEIGHT * 3;
enum { ALP_C, BLU_C, GRN_C, RED_C };
// color order is ABGR in order to emulate RGBA on little-endian hardware
// color order is ABGR in order to emulate RGBA on little-endian hardware
// does full blending of an incoming pixel
void BlendTev(u16 x, u16 y, u8 *color);
// does full blending of an incoming pixel
void BlendTev(u16 x, u16 y, u8 *color);
// compare z at location x,y
// writes it if it passes
// returns result of compare.
bool ZCompare(u16 x, u16 y, u32 z);
// compare z at location x,y
// writes it if it passes
// returns result of compare.
bool ZCompare(u16 x, u16 y, u32 z);
// sets the color and alpha
void SetColor(u16 x, u16 y, u8 *color);
void SetDepth(u16 x, u16 y, u32 depth);
// sets the color and alpha
void SetColor(u16 x, u16 y, u8 *color);
void SetDepth(u16 x, u16 y, u32 depth);
void GetColor(u16 x, u16 y, u8 *color);
u32 GetDepth(u16 x, u16 y);
void GetColor(u16 x, u16 y, u8 *color);
u32 GetDepth(u16 x, u16 y);
u8* GetPixelPointer(u16 x, u16 y, bool depth);
u8* GetPixelPointer(u16 x, u16 y, bool depth);
void UpdateColorTexture();
extern u8 efbColorTexture[EFB_WIDTH*EFB_HEIGHT*4]; // RGBA format
void UpdateColorTexture();
extern u8 efbColorTexture[EFB_WIDTH*EFB_HEIGHT*4]; // RGBA format
void DoState(PointerWrap &p);
}
#endif