Run code through the advanced tool 'sed' to remove trailing whitespace.

This commit is contained in:
comex
2013-10-29 01:23:17 -04:00
parent 965b32be9c
commit c579637eaf
568 changed files with 8650 additions and 8654 deletions

View File

@ -47,7 +47,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@ -95,7 +95,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glBindTexture(getFbType(), m_efbDepth);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, depthType, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(getFbType(), m_resolvedColorTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -177,14 +177,14 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// reinterpret pixel format
glGenBuffers(1, &m_pixel_format_vbo);
glGenVertexArrays(1, &m_pixel_format_vao);
@ -192,7 +192,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glBindBuffer(GL_ARRAY_BUFFER, m_pixel_format_vbo);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*2, NULL);
float vertices[] = {
-1.0, -1.0,
1.0, -1.0,
@ -200,14 +200,14 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
1.0, 1.0,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
char vs[] =
char vs[] =
"ATTRIN vec2 rawpos;\n"
"void main(void) {\n"
" gl_Position = vec4(rawpos,0,1);\n"
"}\n";
char ps_rgba6_to_rgb8[] =
char ps_rgba6_to_rgb8[] =
"uniform sampler2DRect samp9;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
@ -220,8 +220,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" dst8.a = 255;\n"
" ocol0 = float4(dst8) / 255.f;\n"
"}";
char ps_rgb8_to_rgba6[] =
char ps_rgb8_to_rgba6[] =
"uniform sampler2DRect samp9;\n"
"COLOROUT(ocol0)\n"
"void main()\n"
@ -234,11 +234,11 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = float4(dst6) / 63.f;\n"
"}";
if(g_ogl_config.eSupportedGLSLVersion != GLSLES2)
{
// HACK: This shaders aren't glsles2 compatible as glsles2 don't support bit operations
// it could be workaround by floor + frac + tons off additions, but I think it isn't worth
// it could be workaround by floor + frac + tons off additions, but I think it isn't worth
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6);
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8);
}
@ -273,7 +273,7 @@ FramebufferManager::~FramebufferManager()
glDeleteRenderbuffers(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
// reinterpret pixel format
glDeleteVertexArrays(1, &m_pixel_format_vao);
glDeleteBuffers(1, &m_pixel_format_vbo);
@ -386,9 +386,9 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
return;
}
g_renderer->ResetAPIState();
GLuint src_texture = 0;
if(m_msaaSamples > 1)
{
// MSAA mode, so resolve first
@ -402,7 +402,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
// Return to EFB.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_efbFramebuffer);
src_texture = m_resolvedColorTexture;
}
else
@ -411,18 +411,18 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
src_texture = m_efbColor;
m_efbColor = m_resolvedColorTexture;
m_resolvedColorTexture = src_texture;
// also switch them on fbo
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, getFbType(), m_efbColor, 0);
}
glViewport(0,0, m_targetWidth, m_targetHeight);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(getFbType(), src_texture);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
glBindVertexArray(m_pixel_format_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
g_renderer->RestoreAPIState();
}
@ -452,7 +452,7 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
void XFBSource::CopyEFB(float Gamma)
{
g_renderer->ResetAPIState();
// Copy EFB data to XFB and restore render target again
glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
@ -469,7 +469,7 @@ void XFBSource::CopyEFB(float Gamma)
// Return to EFB.
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
}
@ -479,7 +479,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0 + 9);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);