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

@ -20,7 +20,7 @@
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "TextureMngr.h"
#include "TextureCache.h"
#include "PixelShaderCache.h"
#include "VertexShaderManager.h"
#include "FramebufferManager.h"
@ -54,7 +54,7 @@ void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
@ -78,7 +78,7 @@ void CreateRgbToYuyvProgram()
void CreateYuyvToRgbProgram()
{
const char *FProgram =
"uniform samplerRECT samp0 : register(s0);\n"
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
@ -128,7 +128,6 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
}
}
return s_encodingPrograms[format];
}
@ -180,7 +179,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
GL_REPORT_ERRORD();
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
TextureCache::DisableStage(i);
// set source texture
glActiveTexture(GL_TEXTURE0);
@ -216,27 +215,26 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
// .. and then readback the results.
// TODO: make this less slow.
int writeStride = bpmem.copyMipMapStrideChannels * 32;
int writeStride = bpmem.copyMipMapStrideChannels * 32;
if (writeStride != readStride && toTexture)
{
// writing to a texture of a different size
if (writeStride != readStride && toTexture)
{
// writing to a texture of a different size
int readHeight = readStride / dstWidth;
readHeight /= 4; // 4 bytes per pixel
int readHeight = readStride / dstWidth;
readHeight /= 4; // 4 bytes per pixel
int readStart = 0;
int readLoops = dstHeight / readHeight;
for (int i = 0; i < readLoops; i++)
{
glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
readStart += readHeight;
destAddr += writeStride;
}
}
else
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
int readStart = 0;
int readLoops = dstHeight / readHeight;
for (int i = 0; i < readLoops; i++)
{
glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
readStart += readHeight;
destAddr += writeStride;
}
}
else
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
@ -273,7 +271,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
// Invalidate any existing texture covering this memory range.
// TODO - don't delete the texture if it already exists, just replace the contents.
TextureMngr::InvalidateRange(address, size_in_bytes);
TextureCache::InvalidateRange(address, size_in_bytes);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
@ -303,9 +301,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
@ -315,12 +311,11 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
TextureCache::DisableStage(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}
u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float MValueY,bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
@ -341,13 +336,13 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
if (texconv_shader.glprogid == 0)
return 0;
u8 *dest_ptr = Memory_GetPtr(address);
u8 *dest_ptr = Memory_GetPtr(address);
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
@ -371,28 +366,25 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0 && !bFromZBuffer);
TextureMngr::MakeRangeDynamic(address,size_in_bytes);
TextureCache::MakeRangeDynamic(address,size_in_bytes);
return GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{
Renderer::ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
TextureCache::DisableStage(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}
@ -421,7 +413,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
GL_REPORT_FBO_ERROR();
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
TextureCache::DisableStage(i);
// activate source texture
// set srcAddr as data for source texture
@ -457,7 +449,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureMngr::DisableStage(0);
TextureCache::DisableStage(0);
VertexShaderManager::SetViewportChanged();