Update the license file text (change SVN to Git) in all projects except Core since I was told a merge was happening soon. So for the sake of the merge going smoothly, I'll fix that when I remove the tab/space mismatches from the Core project.

Also, some tab/space mismatches removed from VideoOGL, and some places I missed in VideoDX[number] projects.

Now, the Core is literally the only project with tab/space mismatches (on a large scale).
This commit is contained in:
lioncash
2013-04-15 16:28:55 -04:00
parent a44fb7bdd0
commit ef85b9af45
314 changed files with 533 additions and 531 deletions

View File

@ -12,7 +12,7 @@
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Fast image conversion using OpenGL shaders.
@ -85,8 +85,8 @@ void CreateRgbToYuyvProgram()
s_rgbToYuyvProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_rgbToYuyvProgram) {
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
delete [] FProgram;
}
@ -107,15 +107,15 @@ void CreateYuyvToRgbProgram()
" float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n",C_COLORMATRIX,C_COLORMATRIX+1);
s_yuyvToRgbProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_yuyvToRgbProgram) {
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
delete [] FProgram;
}
@ -152,7 +152,7 @@ LPDIRECT3DPIXELSHADER9 GetOrCreateEncodingShader(u32 format)
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
s_encodingProgramsFailed[format] = true;
}
}
}
return s_encodingPrograms[format];
}
@ -213,7 +213,7 @@ void Shutdown()
void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride, bool toTexture, bool linearFilter,float Gamma)
{
HRESULT hr;
HRESULT hr;
u32 index =0;
while(index < WorkingBuffers && (TrnBuffers[index].Width != dstWidth || TrnBuffers[index].Height != dstHeight))
index++;
@ -240,8 +240,8 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
if (TrnBuffers[index].FBTexture != NULL)
{
TrnBuffers[index].FBTexture->Release();
TrnBuffers[index].FBTexture = NULL;
}
TrnBuffers[index].FBTexture = NULL;
}
TrnBuffers[index].Width = dstWidth;
TrnBuffers[index].Height = dstHeight;
D3D::dev->CreateTexture(dstWidth, dstHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
@ -326,8 +326,10 @@ int EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
format |= _GX_TF_CTF;
}
else
{
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
}
LPDIRECT3DPIXELSHADER9 texconv_shader = GetOrCreateEncodingShader(format);
if (!texconv_shader)
@ -349,7 +351,7 @@ int EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
float sampleStride = bScaleByHalf ? 2.f : 1.f;
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
@ -366,10 +368,10 @@ int EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
if ((format & 0x0f) == 6)
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0,1.0f);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
}
@ -379,9 +381,9 @@ void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourc
TextureConversionShader::SetShaderParameters(
(float)dstWidth,
(float)dstHeight,
0.0f ,
0.0f,
1.0f,
0.0f,
0.0f,
1.0f,
1.0f,
(float)Renderer::GetTargetWidth(),
(float)Renderer::GetTargetHeight());
@ -439,25 +441,25 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
TextureConversionShader::SetShaderParameters(
(float)srcFmtWidth,
(float)srcHeight,
0.0f ,
0.0f,
1.0f,
(float)srcFmtWidth,
(float)srcHeight,
0.0f,
0.0f,
1.0f,
1.0f,
(float)srcFmtWidth,
(float)srcHeight);
D3D::drawShadedTexQuad(
s_srcTexture,
&sourcerect,
1 ,
&sourcerect,
1,
1,
srcWidth,
srcHeight,
s_yuyvToRgbProgram,
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::SetTexture(0,NULL);