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

@ -239,14 +239,13 @@ void PixelShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
PixelShaderCacheInserter inserter;
int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); ++iter)
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
@ -279,19 +278,16 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
// Is the shader 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);
if (iter != PixelShaders.end() && iter->second.shader)
return true; // Sure, we're done.
else
return false; // ?? something is wrong.
return (iter != PixelShaders.end() && iter->second.shader);
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// Is the shader already in the cache?
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
@ -311,14 +307,14 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
return false;
}
// OK, need to generate and compile it.
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9,components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
#if defined(_DEBUG) || defined(DEBUGFAST)
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
@ -326,7 +322,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
SaveData(szTemp, code);
}
#endif
#endif
u8 *bytecode = 0;
int bytecodelen = 0;
@ -342,7 +338,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
return false;
}
// Here we have the UID and the byte code. Insert it into the disk cache.
// Insert the bytecode into the caches
g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
g_ps_disk_cache.Sync();
@ -352,7 +348,8 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
{
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
@ -368,7 +365,7 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytec
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
if (activate)
{
D3D::SetPixelShader(shader);