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/
#include <vector>
@ -84,7 +84,7 @@ bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width
glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
glBindTexture(textarget, 0);
TextureCache::SetStage();
const GLenum err = GL_REPORT_ERROR();
if (GL_NO_ERROR != err)
{
@ -92,7 +92,7 @@ bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width
return false;
}
return SaveTGA(filename, width, height, &data[0]);
return SaveTGA(filename, width, height, &data[0]);
}
TextureCache::TCacheEntry::~TCacheEntry()
@ -105,7 +105,7 @@ TextureCache::TCacheEntry::~TCacheEntry()
glDeleteTextures(1, &texture);
texture = 0;
}
if (framebuffer)
{
glDeleteFramebuffers(1, &framebuffer);
@ -117,7 +117,7 @@ TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
GL_REPORT_ERRORD();
framebuffer = 0;
}
@ -225,13 +225,13 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
glActiveTexture(GL_TEXTURE0 + s_NextStage);
s_ActiveTexture = s_NextStage;
}
if (s_Textures[s_NextStage] != texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
s_Textures[s_NextStage] = texture;
}
// TODO: sloppy, just do this on creation?
if (level == 0)
{
@ -240,7 +240,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
if (pcfmt != PC_TEX_FMT_DXT1)
{
if (expanded_width != width)
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
glTexImage2D(GL_TEXTURE_2D, level, gl_iformat, width, height, 0, gl_format, gl_type, temp);
@ -269,7 +269,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
gl_format = GL_RGBA,
gl_iformat = GL_RGBA,
gl_type = GL_UNSIGNED_BYTE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
entry->m_tex_levels = 1;
@ -280,9 +280,9 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
FramebufferManager::SetFramebuffer(entry->framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, entry->texture, 0);
GL_REPORT_FBO_ERROR();
SetStage();
GL_REPORT_ERRORD();
return entry;
@ -294,7 +294,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
const float *colmat)
{
g_renderer->ResetAPIState(); // reset any game specific settings
// Make sure to resolve anything we need to read from.
const GLuint read_texture = (srcFormat == PIXELFMT_Z24) ?
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
@ -307,7 +307,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
FramebufferManager::SetFramebuffer(framebuffer);
GL_REPORT_ERRORD();
glActiveTexture(GL_TEXTURE0+9);
glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
@ -328,11 +328,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
GL_REPORT_ERRORD();
// should be unique enough, if not, vbo will "only" be uploaded to much
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
if(vbo_it == s_VBO.end()) {
VBOCache item;
item.targetSource.bottom = -1;
@ -341,15 +341,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
item.targetSource.right = -1;
glGenBuffers(1, &item.vbo);
glGenVertexArrays(1, &item.vao);
glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
glBindVertexArray(item.vao);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
}
if(!(vbo_it->second.targetSource == targetSource)) {
@ -363,12 +363,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top
};
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;
}
}
glBindVertexArray(vbo_it->second.vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -401,17 +401,17 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
hash = new_hash;
}
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
GL_REPORT_ERRORD();
GL_REPORT_ERRORD();
if (g_ActiveConfig.bDumpEFBTarget)
{
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
}
}
g_renderer->RestoreAPIState();
}
@ -443,7 +443,6 @@ TextureCache::TextureCache()
" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
"}\n";
const char *VProgram =
"ATTRIN vec2 rawpos;\n"
"ATTRIN vec2 tex0;\n"
@ -453,15 +452,15 @@ TextureCache::TextureCache()
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos,0,1);\n"
"}\n";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = -1;
s_DepthCbufid = -1;
s_ActiveTexture = -1;
s_NextStage = -1;
for(int i=0; i<8; i++)