Style nits.
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@ -85,9 +85,9 @@ void hlsl_set_proj_matrix(XMMATRIX rotation_value)
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}
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#define set_param_2f(param, xy, constanttable) \
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if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2);
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if (param) constanttable->SetFloatArray(d3d_device_ptr, param, xy, 2)
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#define set_param_1f(param, x, constanttable) \
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if (param) constanttable->SetFloat(d3d_device_ptr, param, x);
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if (param) constanttable->SetFloat(d3d_device_ptr, param, x)
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void hlsl_set_params(unsigned width, unsigned height,
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unsigned tex_width, unsigned tex_height,
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@ -98,8 +98,8 @@ void hlsl_set_params(unsigned width, unsigned height,
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return;
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const float ori_size[2] = { (float)width, (float)height };
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const float out_size[2] = {(float)out_width, (float)out_height};
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const float tex_size[2] = { (float)tex_width, (float)tex_height };
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const float out_size[2] = { (float)out_width, (float)out_height };
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set_param_2f(prg[active_index].vid_size_f, ori_size, prg[active_index].f_ctable);
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set_param_2f(prg[active_index].tex_size_f, tex_size, prg[active_index].f_ctable);
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@ -133,14 +133,18 @@ static bool load_program(unsigned index, const char *prog, bool path_is_file)
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if (path_is_file)
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{
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ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
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ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL, "main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable);
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ret_fp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable);
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ret_vp = D3DXCompileShaderFromFile(prog, NULL, NULL,
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"main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable);
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}
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else
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{
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/* TODO - crashes currently - to do with 'end of line' of stock shader */
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ret_fp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
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ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL, "main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
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ret_fp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL,
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"main_fragment", "ps_2_0", 0, &code_f, &listing_f, &prg[index].f_ctable );
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ret_vp = D3DXCompileShader(prog, (UINT)strlen(prog), NULL, NULL,
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"main_vertex", "vs_2_0", 0, &code_v, &listing_v, &prg[index].v_ctable );
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}
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if (FAILED(ret_fp) || FAILED(ret_vp) || listing_v || listing_f)
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@ -200,8 +204,7 @@ static bool load_plain(const char *path)
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}
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static void hlsl_deinit_progs(void)
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{
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}
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{}
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static void hlsl_deinit_state(void)
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{
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@ -275,3 +278,4 @@ void hlsl_deinit(void)
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hlsl_deinit_state();
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}
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