Use C comments instead of C++ comments for C files
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@ -1411,8 +1411,9 @@ static void ctr_render_bottom_screen(void *data)
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}
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}
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// graphic function originates from here:
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// https://github.com/smealum/3ds_hb_menu/blob/master/source/gfx.c
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/* graphic function originates from here:
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* https://github.com/smealum/3ds_hb_menu/blob/master/source/gfx.c
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*/
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void ctr_fade_bottom_screen(gfxScreen_t screen, gfx3dSide_t side, u32 f)
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{
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#ifndef CONSOLE_LOG
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@ -2452,7 +2452,7 @@ static bool d3d10_gfx_frame(
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d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1,
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&scissor_rect);
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}
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#endif // D3D10_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D10_ROLLING_SCANLINE_SIMULATION */
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context->lpVtbl->Draw(context, 4, 0);
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texture = &d3d10->pass[i].rt;
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@ -2507,7 +2507,7 @@ static bool d3d10_gfx_frame(
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&scissor_rect);
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}
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else
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#endif // D3D10_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D10_ROLLING_SCANLINE_SIMULATION */
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{
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D3D10_RECT scissor_rect;
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@ -2536,7 +2536,7 @@ static bool d3d10_gfx_frame(
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d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1,
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&scissor_rect);
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}
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#endif // D3D10_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D10_ROLLING_SCANLINE_SIMULATION */
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if ( (d3d10->flags & D3D10_ST_FLAG_MENU_ENABLE)
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&& d3d10->menu.texture.handle)
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@ -2701,7 +2701,7 @@ static bool d3d10_gfx_frame(
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{
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#ifdef D3D10_ROLLING_SCANLINE_SIMULATION
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video_info->current_subframe = k;
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#endif // D3D10_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D10_ROLLING_SCANLINE_SIMULATION */
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if (d3d10->shader_preset)
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for (m = 0; m < d3d10->shader_preset->passes; m++)
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@ -3036,11 +3036,9 @@ static bool d3d11_gfx_frame(
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&& !runloop_is_slowmotion
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&& !runloop_is_paused
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&& (!(d3d11->flags & D3D11_ST_FLAG_MENU_ENABLE)))
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{
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context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
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}
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else
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#endif // D3D11_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
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{
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context->lpVtbl->RSSetState(context, d3d11->scissor_disabled);
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}
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@ -3210,7 +3208,7 @@ static bool d3d11_gfx_frame(
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d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1,
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&scissor_rect);
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}
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#endif // D3D11_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
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if (i == d3d11->shader_preset->passes - 1)
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context->lpVtbl->Draw(context, 4, 0);
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@ -3280,10 +3278,8 @@ static bool d3d11_gfx_frame(
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&scissor_rect);
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}
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else
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{
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d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &d3d11->scissor);
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}
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#endif // D3D11_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
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context->lpVtbl->Draw(context, 4, 0);
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context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
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@ -3541,7 +3537,7 @@ static bool d3d11_gfx_frame(
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{
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#ifdef D3D11_ROLLING_SCANLINE_SIMULATION
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video_info->current_subframe = k;
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#endif // D3D11_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D11_ROLLING_SCANLINE_SIMULATION */
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if (d3d11->shader_preset)
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for (m = 0; m < d3d11->shader_preset->passes; m++)
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@ -3772,7 +3772,7 @@ static bool d3d12_gfx_frame(
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cmd->lpVtbl->RSSetScissorRects(cmd, 1, &scissor_rect);
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}
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else
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#endif // D3D12_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D12_ROLLING_SCANLINE_SIMULATION */
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{
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cmd->lpVtbl->RSSetScissorRects(cmd, 1,
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&d3d12->pass[i].scissorRect);
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@ -3885,7 +3885,7 @@ static bool d3d12_gfx_frame(
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cmd->lpVtbl->RSSetScissorRects(cmd, 1, &scissor_rect);
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}
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else
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#endif // D3D12_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D12_ROLLING_SCANLINE_SIMULATION */
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{
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cmd->lpVtbl->RSSetScissorRects(cmd, 1, &d3d12->frame.scissorRect);
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}
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@ -4100,7 +4100,7 @@ static bool d3d12_gfx_frame(
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{
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#ifdef D3D12_ROLLING_SCANLINE_SIMULATION
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video_info->current_subframe = k;
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#endif // D3D12_ROLLING_SCANLINE_SIMULATION
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#endif /* D3D12_ROLLING_SCANLINE_SIMULATION */
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if (d3d12->shader_preset)
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for (m = 0; m < d3d12->shader_preset->passes; m++)
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@ -4635,7 +4635,7 @@ static bool gl2_alive(void *data)
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#ifdef __WINRT__
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if (is_running_on_xbox())
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{
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//match the output res to the display res
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/* Match the output res to the display resolution */
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temp_width = uwp_get_width();
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temp_height = uwp_get_height();
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}
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@ -2160,7 +2160,10 @@ static bool gl3_alive(void *data)
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#ifdef __WINRT__
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if (is_running_on_xbox())
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{
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//we can set it to 1920x1080 as xbox uwp windowsize is guaranteed to be 1920x1080 and currently there is now way to set angle to use a variable resolution swapchain so regardless of the size the window is always 1080p
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/* We can set it to 1920x1080 as xbox uwp windowsize is guaranteed
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* to be 1920x1080 and currently there is now way to set ANGLE to
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* use a variable resolution swapchain so regardless of the size
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* the window is always 1080p */
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temp_width = 1920;
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temp_height = 1080;
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}
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@ -2582,16 +2585,12 @@ static bool gl3_frame(void *data, const void *frame,
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&& !video_info->runloop_is_slowmotion
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&& !video_info->runloop_is_paused
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&& (!(gl->flags & GL3_FLAG_MENU_TEXTURE_ENABLE)))
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{
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gl3_filter_chain_set_simulate_scanline(
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gl->filter_chain, true);
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}
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else
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{
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gl3_filter_chain_set_simulate_scanline(
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gl->filter_chain, false);
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}
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#endif // GL3_ROLLING_SCANLINE_SIMULATION
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#endif /* GL3_ROLLING_SCANLINE_SIMULATION */
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gl3_filter_chain_set_input_texture(gl->filter_chain, &texture);
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gl3_filter_chain_build_offscreen_passes(gl->filter_chain,
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@ -3825,8 +3825,6 @@ static void vulkan_set_video_mode(void *data,
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static void vulkan_set_viewport(void *data, unsigned viewport_width,
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unsigned viewport_height, bool force_full, bool allow_rotate)
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{
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int x = 0;
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int y = 0;
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float device_aspect = (float)viewport_width / viewport_height;
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struct video_ortho ortho = {0, 1, 0, 1, -1, 1};
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settings_t *settings = config_get_ptr();
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@ -3849,7 +3847,8 @@ static void vulkan_set_viewport(void *data, unsigned viewport_width,
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}
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else if ((vk->flags & VK_FLAG_KEEP_ASPECT) && !force_full)
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{
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video_viewport_get_scaled_aspect2(&vk->vp, viewport_width, viewport_height, true, device_aspect, video_driver_get_aspect_ratio());
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video_viewport_get_scaled_aspect2(&vk->vp, viewport_width, viewport_height,
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true, device_aspect, video_driver_get_aspect_ratio());
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viewport_width = vk->vp.width;
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viewport_height = vk->vp.height;
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}
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@ -4552,16 +4551,12 @@ static bool vulkan_frame(void *data, const void *frame,
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&& !runloop_is_paused
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&& (!(vk->flags & VK_FLAG_MENU_ENABLE))
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&& !(vk->context->swap_interval > 1))
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{
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vulkan_filter_chain_set_simulate_scanline(
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(vulkan_filter_chain_t*)vk->filter_chain, true);
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}
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else
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{
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vulkan_filter_chain_set_simulate_scanline(
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(vulkan_filter_chain_t*)vk->filter_chain, false);
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}
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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#ifdef HAVE_REWIND
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vulkan_filter_chain_set_frame_direction(
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@ -514,7 +514,7 @@ class Pass
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final_pass(final_pass)
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#ifdef VULKAN_ROLLING_SCANLINE_SIMULATION
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,simulate_scanline(false)
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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{}
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~Pass();
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@ -553,7 +553,7 @@ class Pass
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void set_current_shader_subframe(uint32_t cs) { current_subframe = cs; }
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#ifdef VULKAN_ROLLING_SCANLINE_SIMULATION
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void set_simulate_scanline(bool simulate) { simulate_scanline = simulate; }
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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void set_frame_direction(int32_t dir) { frame_direction = dir; }
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void set_rotation(uint32_t rot) { rotation = rot; }
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void set_name(const char *name) { pass_name = name; }
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@ -589,7 +589,7 @@ class Pass
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bool final_pass;
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#ifdef VULKAN_ROLLING_SCANLINE_SIMULATION
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bool simulate_scanline;
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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Size2D get_output_size(const Size2D &original_size,
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const Size2D &max_source) const;
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@ -710,7 +710,7 @@ struct vulkan_filter_chain
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void set_current_shader_subframe(uint32_t current_subframe);
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#ifdef VULKAN_ROLLING_SCANLINE_SIMULATION
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void set_simulate_scanline(bool simulate_scanline);
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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void set_frame_direction(int32_t direction);
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void set_rotation(uint32_t rot);
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void set_pass_name(unsigned pass, const char *name);
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@ -1726,7 +1726,7 @@ void vulkan_filter_chain::set_simulate_scanline(bool simulate_scanline)
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for (i = 0; i < passes.size(); i++)
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passes[i]->set_simulate_scanline(simulate_scanline);
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}
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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void vulkan_filter_chain::set_frame_direction(int32_t direction)
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{
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@ -2798,7 +2798,7 @@ void Pass::build_commands(
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vkCmdSetScissor(cmd, 0, 1, &sci);
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}
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else
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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{
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const VkRect2D sci = {
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{
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vkCmdSetScissor(cmd, 0, 1, &sci);
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}
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else
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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{
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const VkRect2D sci = {
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{ 0, 0 },
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@ -3473,7 +3473,7 @@ void vulkan_filter_chain_set_simulate_scanline(
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{
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chain->set_simulate_scanline(simulate_scanline);
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}
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#endif // VULKAN_ROLLING_SCANLINE_SIMULATION
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#endif /* VULKAN_ROLLING_SCANLINE_SIMULATION */
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void vulkan_filter_chain_set_frame_direction(
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vulkan_filter_chain_t *chain,
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