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

@ -33,7 +33,7 @@
#include "XFMemory.h"
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL;
@ -83,7 +83,7 @@ void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader {
public:
void Read(const u8* key, int key_size, const u8* value, int value_size)
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
{
VERTEXSHADERUID uid;
if (key_size != sizeof(uid))
@ -177,6 +177,9 @@ void VertexShaderCache::Init()
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
VertexShaderCacheInserter inserter;
@ -214,8 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
VSCache::iterator iter;
iter = vshaders.find(uid);
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
iter->second.frameCount = frameCount;
@ -226,7 +228,7 @@ bool VertexShaderCache::SetShader(u32 components)
return (entry.shader != NULL);
}
const char* code = GenerateVertexShaderCode(components, API_D3D11);
const char *code = GenerateVertexShaderCode(components, API_D3D11);
D3DBlob* pbytecode = NULL;
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);