Pixel/LightingShaderGen: Fix code alignment issues.

Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
This commit is contained in:
Tony Wasserka
2014-03-06 20:08:47 +01:00
parent 2067f88e0f
commit c1016205d3
2 changed files with 28 additions and 28 deletions

View File

@ -205,16 +205,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
"{\n"
"\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n");
"{\n"
"\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n");
out.Write("int idot(int4 x, int4 y)\n"
"{\n"
"\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n");
"{\n"
"\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n");
if (ApiType == API_OPENGL)
{
@ -339,11 +339,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
out.Write("\tint4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = " I_COLORS"[0];\n"
"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
if (ApiType == API_OPENGL)
{
@ -815,7 +815,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
int mode = (cc.shift<<1)|cc.op;
out.Write(" %s + ", tevCInputTable[cc.d]);
out.Write(function_table[mode], tevCInputTable[cc.a],
tevCInputTable[cc.b], tevCInputTable[cc.c]);
tevCInputTable[cc.b], tevCInputTable[cc.c]);
}
if (cc.clamp)
out.Write(", int3(0,0,0), int3(255,255,255))");