From 2d4c3c7c918877c844babaa5ac4c23f8a441fb64 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Wed, 26 Dec 2012 10:33:45 -0600 Subject: [PATCH] Beautify some tabs. --- .../Plugin_VideoSoftware/Src/HwRasterizer.cpp | 205 +++++++++--------- .../Plugin_VideoSoftware/Src/SWRenderer.cpp | 38 ++-- 2 files changed, 120 insertions(+), 123 deletions(-) diff --git a/Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.cpp b/Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.cpp index 83d9fa9b23..dba6f7f12c 100644 --- a/Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.cpp +++ b/Source/Plugins/Plugin_VideoSoftware/Src/HwRasterizer.cpp @@ -29,15 +29,15 @@ namespace HwRasterizer { - float efbHalfWidth; - float efbHalfHeight; - bool hasTexture; + float efbHalfWidth; + float efbHalfHeight; + bool hasTexture; - u8 *temp; + u8 *temp; // Programs static GLuint colProg, texProg, clearProg; - + // Color static GLint col_apos = -1, col_atex = -1; // Tex @@ -58,9 +58,7 @@ namespace HwRasterizer "varying " PREC " vec4 TexCoordOut;\n" "uniform " TEXTYPE " Texture;\n" "void main() {\n" - " " PREC " vec4 tmpcolor;\n" - " tmpcolor = " TEXFUNC "(Texture, TexCoordOut.xy);\n" - " gl_FragColor = tmpcolor;\n" + " gl_FragColor = " TEXFUNC "(Texture, TexCoordOut.xy);\n" "}\n"; // Clear shader static const char *fragclearText = @@ -74,7 +72,7 @@ namespace HwRasterizer "attribute vec4 TexCoordIn;\n " "varying vec4 TexCoordOut;\n " "void main() {\n" - " gl_Position = pos;\n" + " gl_Position = pos;\n" " TexCoordOut = TexCoordIn;\n" "}\n"; static const char *vertclearText = @@ -104,13 +102,13 @@ namespace HwRasterizer clear_ucol = glGetUniformLocation(clearProg, "Color"); } - void Init() - { - efbHalfWidth = EFB_WIDTH / 2.0f; - efbHalfHeight = 480 / 2.0f; + void Init() + { + efbHalfWidth = EFB_WIDTH / 2.0f; + efbHalfHeight = 480 / 2.0f; - temp = (u8*)AllocateMemoryPages(TEMP_SIZE); - } + temp = (u8*)AllocateMemoryPages(TEMP_SIZE); + } void Shutdown() { glDeleteProgram(colProg); @@ -150,10 +148,10 @@ namespace HwRasterizer GL_REPORT_ERRORD(); } static float width, height; - void LoadTexture() - { - FourTexUnits &texUnit = bpmem.tex[0]; - u32 imageAddr = texUnit.texImage3[0].image_base; + void LoadTexture() + { + FourTexUnits &texUnit = bpmem.tex[0]; + u32 imageAddr = texUnit.texImage3[0].image_base; // Texture Rectangle uses pixel coordinates // While GLES uses texture coordinates #ifdef USE_GLES @@ -163,36 +161,36 @@ namespace HwRasterizer width = 1; height = 1; #endif - TexCacheEntry &cacheEntry = textures[imageAddr]; - cacheEntry.Update(); + TexCacheEntry &cacheEntry = textures[imageAddr]; + cacheEntry.Update(); glBindTexture(TEX2D, cacheEntry.texture); glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST); glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST); GL_REPORT_ERRORD(); - } + } - void BeginTriangles() - { - // disabling depth test sometimes allows more things to be visible - glEnable(GL_DEPTH_TEST); - glEnable(GL_BLEND); + void BeginTriangles() + { + // disabling depth test sometimes allows more things to be visible + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); - hasTexture = bpmem.tevorders[0].enable0; + hasTexture = bpmem.tevorders[0].enable0; - if (hasTexture) - LoadTexture(); - } + if (hasTexture) + LoadTexture(); + } - void EndTriangles() - { - glBindTexture(TEX2D, 0); - glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - } + void EndTriangles() + { + glBindTexture(TEX2D, 0); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + } - void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) - { + void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) + { float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f; float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight); float z0 = v0->screenPosition.z / (float)0x00ffffff; @@ -200,11 +198,11 @@ namespace HwRasterizer float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f; float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight); float z1 = v1->screenPosition.z / (float)0x00ffffff; - + float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f; float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight); float z2 = v2->screenPosition.z / (float)0x00ffffff; - + float r0 = v0->color[0][OutputVertexData::RED_C] / 255.0f; float g0 = v0->color[0][OutputVertexData::GRN_C] / 255.0f; float b0 = v0->color[0][OutputVertexData::BLU_C] / 255.0f; @@ -223,9 +221,9 @@ namespace HwRasterizer { x2, y2, z2 } }; static const GLfloat col[3][4] = { - { r0, g0, b0, 1.0f }, - { r1, g1, b1, 1.0f }, - { r2, g2, b2, 1.0f } + { r0, g0, b0, 1.0f }, + { r1, g1, b1, 1.0f }, + { r2, g2, b2, 1.0f } }; { glUseProgram(colProg); @@ -239,10 +237,10 @@ namespace HwRasterizer glDisableVertexAttribArray(col_apos); } GL_REPORT_ERRORD(); - } + } - void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) - { + void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) + { float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f; float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight); float z0 = v0->screenPosition.z; @@ -250,7 +248,7 @@ namespace HwRasterizer float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f; float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight); float z1 = v1->screenPosition.z; - + float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f; float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight); float z2 = v2->screenPosition.z; @@ -262,7 +260,7 @@ namespace HwRasterizer float t1 = v1->texCoords[0].y / height; float s2 = v2->texCoords[0].x / width; - float t2 = v2->texCoords[0].y / width; + float t2 = v2->texCoords[0].y / height; static const GLfloat verts[3][3] = { { x0, y0, z0 }, @@ -287,28 +285,28 @@ namespace HwRasterizer glDisableVertexAttribArray(tex_apos); } GL_REPORT_ERRORD(); - } + } - void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) - { + void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2) + { if (hasTexture) DrawTextureVertex(v0, v1, v2); else DrawColorVertex(v0, v1, v2); } - void Clear() - { - u8 r = (bpmem.clearcolorAR & 0x00ff); - u8 g = (bpmem.clearcolorGB & 0xff00) >> 8; - u8 b = (bpmem.clearcolorGB & 0x00ff); - u8 a = (bpmem.clearcolorAR & 0xff00) >> 8; + void Clear() + { + u8 r = (bpmem.clearcolorAR & 0x00ff); + u8 g = (bpmem.clearcolorGB & 0xff00) >> 8; + u8 b = (bpmem.clearcolorGB & 0x00ff); + u8 a = (bpmem.clearcolorAR & 0xff00) >> 8; - GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f; - GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight; - GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f; - GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight; - GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff; + GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f; + GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight; + GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f; + GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight; + GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff; static const GLfloat verts[4][3] = { { left, top, depth }, { right, top, depth }, @@ -324,62 +322,61 @@ namespace HwRasterizer glDisableVertexAttribArray(col_apos); } GL_REPORT_ERRORD(); - } + } - TexCacheEntry::TexCacheEntry() - { - Create(); - } + TexCacheEntry::TexCacheEntry() + { + Create(); + } - void TexCacheEntry::Create() - { - FourTexUnits &texUnit = bpmem.tex[0]; + void TexCacheEntry::Create() + { + FourTexUnits &texUnit = bpmem.tex[0]; - texImage0.hex = texUnit.texImage0[0].hex; - texImage1.hex = texUnit.texImage1[0].hex; - texImage2.hex = texUnit.texImage2[0].hex; - texImage3.hex = texUnit.texImage3[0].hex; - texTlut.hex = texUnit.texTlut[0].hex; + texImage0.hex = texUnit.texImage0[0].hex; + texImage1.hex = texUnit.texImage1[0].hex; + texImage2.hex = texUnit.texImage2[0].hex; + texImage3.hex = texUnit.texImage3[0].hex; + texTlut.hex = texUnit.texTlut[0].hex; - int width = texImage0.width; - int height = texImage0.height; + int width = texImage0.width; + int height = texImage0.height; - DebugUtil::GetTextureBGRA(temp, 0, 0, width, height); + DebugUtil::GetTextureBGRA(temp, 0, 0, width, height); - glGenTextures(1, (GLuint *)&texture); + glGenTextures(1, (GLuint *)&texture); glBindTexture(TEX2D, texture); #ifdef USE_GLES - glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp); + glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp); #else - glTexImage2D(TEX2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp); + glTexImage2D(TEX2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp); #endif GL_REPORT_ERRORD(); } - void TexCacheEntry::Destroy() - { - if (texture == 0) - return; + void TexCacheEntry::Destroy() + { + if (texture == 0) + return; - glDeleteTextures(1, &texture); - texture = 0; - } + glDeleteTextures(1, &texture); + texture = 0; + } - void TexCacheEntry::Update() - { - FourTexUnits &texUnit = bpmem.tex[0]; - - // extra checks cause textures to be reloaded much more - if (texUnit.texImage0[0].hex != texImage0.hex || - //texUnit.texImage1[0].hex != texImage1.hex || - //texUnit.texImage2[0].hex != texImage2.hex || - texUnit.texImage3[0].hex != texImage3.hex || - texUnit.texTlut[0].hex != texTlut.hex) - { - Destroy(); - Create(); - } - } + void TexCacheEntry::Update() + { + FourTexUnits &texUnit = bpmem.tex[0]; + // extra checks cause textures to be reloaded much more + if (texUnit.texImage0[0].hex != texImage0.hex || + //texUnit.texImage1[0].hex != texImage1.hex || + //texUnit.texImage2[0].hex != texImage2.hex || + texUnit.texImage3[0].hex != texImage3.hex || + texUnit.texTlut[0].hex != texTlut.hex) + { + Destroy(); + Create(); + } + } } diff --git a/Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp b/Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp index fceb19e0a9..ba7dd73e6f 100644 --- a/Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp +++ b/Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp @@ -41,7 +41,7 @@ void SWRenderer::Init() void SWRenderer::Shutdown() { glDeleteProgram(program); - glDeleteTextures(1, &s_RenderTarget); + glDeleteTextures(1, &s_RenderTarget); #ifndef USE_GLES delete s_pfont; s_pfont = 0; @@ -79,12 +79,12 @@ void CreateShaders() void SWRenderer::Prepare() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment - glGenTextures(1, &s_RenderTarget); + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment + glGenTextures(1, &s_RenderTarget); CreateShaders(); #ifndef USE_GLES - s_pfont = new RasterFont(); + s_pfont = new RasterFont(); glEnable(GL_TEXTURE_RECTANGLE_ARB); #endif GL_REPORT_ERRORD(); @@ -106,7 +106,7 @@ void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color) void SWRenderer::DrawDebugText() { - char debugtext_buffer[8192]; + char debugtext_buffer[8192]; char *p = debugtext_buffer; p[0] = 0; @@ -134,21 +134,21 @@ void SWRenderer::DrawDebugText() void SWRenderer::DrawTexture(u8 *texture, int width, int height) { - GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth(); + GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth(); GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight(); // Update GLViewPort glViewport(0, 0, glWidth, glHeight); - glScissor(0, 0, glWidth, glHeight); + glScissor(0, 0, glWidth, glHeight); - glBindTexture(TEX2D, s_RenderTarget); + glBindTexture(TEX2D, s_RenderTarget); - glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture); - glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture); + glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - GLfloat u_max = (GLfloat)width; - GLfloat v_max = (GLfloat)glHeight; + GLfloat u_max = (GLfloat)width; + GLfloat v_max = (GLfloat)glHeight; static const GLfloat verts[4][2] = { { -1, -1}, // Left top @@ -174,30 +174,30 @@ void SWRenderer::DrawTexture(u8 *texture, int width, int height) #endif glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts); - glEnableVertexAttribArray(attr_pos); + glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(attr_tex); glActiveTexture(GL_TEXTURE0); glUniform1i(uni_tex, 0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glDisableVertexAttribArray(attr_pos); + glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(attr_tex); - glBindTexture(TEX2D, 0); + glBindTexture(TEX2D, 0); GL_REPORT_ERRORD(); } void SWRenderer::SwapBuffer() { - DrawDebugText(); + DrawDebugText(); - glFlush(); + glFlush(); GLInterface->Swap(); - swstats.ResetFrame(); + swstats.ResetFrame(); #ifndef USE_GLES - glClearDepth(1.0f); + glClearDepth(1.0f); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);