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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Formatting cleanup for VideoCommon.
Block braces on new lines. Also killed off trailing whitespace and dangling elses. Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
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@ -27,12 +27,17 @@ int GetLightingShaderId(u32* out)
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char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
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{
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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else if (coloralpha == 2 ) swizzle = "w";
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if (!(chan.attnfunc & 1)) {
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// atten disabled
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switch (chan.diffusefunc) {
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if (coloralpha == 1 )
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swizzle = "xyz";
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else if (coloralpha == 2 )
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swizzle = "w";
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if (!(chan.attnfunc & 1))
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{
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// attenuation disabled
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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break;
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@ -45,8 +50,8 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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default: _assert_(0);
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}
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}
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else { // spec and spot
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else // spec and spot
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{
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = %s[%d + 3].xyz - pos.xyz;\n", lightsName, index * 5);
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@ -74,13 +79,13 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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lightsName,
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index * 5,
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index * 5,
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swizzle);
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break;
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default: _assert_(0);
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}
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}
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WRITE(p, "\n");
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WRITE(p, "\n");
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return p;
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}
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@ -98,7 +103,8 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "{\n");
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if (color.matsource) {// from vertex
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if (color.matsource) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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@ -107,10 +113,14 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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{
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WRITE(p, "mat = %s[%d];\n", materialsName, j+2);
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}
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (color.enablelighting)
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{
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if (color.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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@ -119,7 +129,9 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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{
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WRITE(p, "lacc = %s[%d];\n", materialsName, j);
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}
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}
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else
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{
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@ -127,8 +139,10 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (alpha.matsource != color.matsource)
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{
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if (alpha.matsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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@ -136,12 +150,15 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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{
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WRITE(p, "mat.w = %s[%d].w;\n", materialsName, j+2);
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}
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}
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if (alpha.enablelighting)
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{
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if (alpha.ambsource) {// from vertex
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if (alpha.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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@ -150,12 +167,14 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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else // from color
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{
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WRITE(p, "lacc.w = %s[%d].w;\n", materialsName, j);
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}
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}
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else
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{
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WRITE(p, "lacc.w = 1.0f;\n");
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}
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}
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if(color.enablelighting && alpha.enablelighting)
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{
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