Minor code formatting:

First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names.  This will help us identify common code for VideoMerge.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
skidau
2010-09-28 02:15:02 +00:00
parent 73f4bc4598
commit 88cd9f3df1
50 changed files with 1713 additions and 1555 deletions

View File

@ -199,6 +199,9 @@ void PixelShaderCache::Init()
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
PixelShaderCacheInserter inserter;
@ -230,7 +233,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
// check if the shader is already set
// Check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
@ -239,7 +242,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// check if the shader is already in the cache
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
@ -252,7 +255,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
return (entry.shader != NULL);
}
// need to compile a new shader
// Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
D3DBlob* pbytecode;
@ -262,7 +265,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
return false;
}
// insert the bytecode into the caches
// Insert the bytecode into the caches
g_ps_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync();
@ -283,15 +286,19 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode,
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
// make an entry in the table
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return true;
}