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

@ -119,7 +119,7 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
glActiveTexture(GL_TEXTURE0 + stage);
s_ActiveTexture = stage;
}
glBindTexture(GL_TEXTURE_2D, texture);
s_Textures[stage] = texture;
}
@ -148,7 +148,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
{
default:
case PC_TEX_FMT_NONE:
PanicAlert("Invalid PC texture format %i", pcfmt);
PanicAlert("Invalid PC texture format %i", pcfmt);
case PC_TEX_FMT_BGRA32:
gl_format = GL_BGRA;
gl_iformat = GL_RGBA;
@ -200,7 +200,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
entry.pcfmt = pcfmt;
entry.m_tex_levels = tex_levels;
entry.Load(width, height, expanded_width, 0);
return &entry;
@ -264,7 +264,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &entry->framebuffer);
FramebufferManager::SetFramebuffer(entry->framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
@ -355,7 +355,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
vbo_it->second.targetSource = targetSource;
}
@ -370,10 +370,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
int encoded_size = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
srcFormat == PIXELFMT_Z24,
isIntensity,
dstFormat,
scaleByHalf,
srcFormat == PIXELFMT_Z24,
isIntensity,
dstFormat,
scaleByHalf,
srcRect);
u8* dst = Memory::GetPointer(addr);
@ -404,7 +404,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
TextureCache::TextureCache()
{
const char *pColorMatrixProg =
const char *pColorMatrixProg =
"uniform sampler2DRect samp9;\n"
"uniform vec4 colmat[7];\n"
"VARYIN vec2 uv0;\n"
@ -458,7 +458,7 @@ TextureCache::~TextureCache()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
for(auto& cache : s_VBO) {
glDeleteBuffers(1, &cache.second.vbo);
glDeleteVertexArrays(1, &cache.second.vao);