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warnings and code formatting
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@ -316,8 +316,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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out.Write("VARYIN float3 uv%d_2;\n", i);
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}
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out.Write("VARYIN float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -392,9 +394,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("float4 colors_1 = colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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if(numTexgen)
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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if (numTexgen)
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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out.Write("float3 uv%d = uv%d_2;\n", i, i);
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}
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}
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out.Write("float4 clipPos = clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -84,7 +84,7 @@ void PixelShaderManager::SetConstants(u32 components)
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// they are the coefficients from the center to the border of the screen
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// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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constants.fog[2][0] = ScreenSpaceCenter;
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constants.fog[2][1] = Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
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constants.fog[2][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
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constants.fog[2][2] = bpmem.fogRange.K[4].HI / 256.0f;
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}
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else
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@ -263,8 +263,8 @@ void PixelShaderManager::SetZTextureTypeChanged()
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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TCoordInfo& tc = bpmem.texcoords[texmapid];
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constants.texdims[texmapid][2] = tc.s.scale_minus_1 + 1;
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constants.texdims[texmapid][3] = tc.t.scale_minus_1 + 1;
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constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1);
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constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1);
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dirty = true;
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}
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@ -283,7 +283,7 @@ void PixelShaderManager::SetFogParamChanged()
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constants.fog[1][0] = bpmem.fog.a.GetA();
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constants.fog[1][1] = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
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constants.fog[1][2] = bpmem.fog.c_proj_fsel.GetC();
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constants.fog[1][3] = 1 << bpmem.fog.b_shift;
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constants.fog[1][3] = (float)(1 << bpmem.fog.b_shift);
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}
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else
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{
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@ -236,7 +236,7 @@ public:
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u32 value = ((u32*)&new_uid.GetUidData())[i];
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if ((i % 4) == 0)
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{
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unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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auto last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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file << std::setfill(' ') << std::dec;
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file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
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}
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@ -130,9 +130,13 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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// Let's set up attributes
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for (int i = 0; i < 8; ++i)
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for (size_t i = 0; i < 8; ++i)
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{
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if (i < xfregs.numTexGen.numTexGens)
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{
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out.Write("VARYOUT float3 uv%d_2;\n", i);
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}
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}
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out.Write("VARYOUT float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write("VARYOUT float4 Normal_2;\n");
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