Fix indentation

This commit is contained in:
Tillmann Karras 2015-01-07 21:48:59 +01:00
parent c6e2449bff
commit 4d1face540
7 changed files with 19 additions and 19 deletions

View File

@ -375,7 +375,7 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
})
);
// Map 8 bit reads (not writes) to 16 bit reads.
// Map 8 bit reads (not writes) to 16 bit reads.
for (int i = 0; i < 0x1000; i += 2)
{
mmio->Register(base | i,
@ -388,14 +388,14 @@ void RegisterMMIO(MMIO::Mapping* mmio, u32 base)
);
}
// Map 32 bit reads and writes to 16 bit reads and writes.
for (int i = 0; i < 0x1000; i += 4)
{
// Map 32 bit reads and writes to 16 bit reads and writes.
for (int i = 0; i < 0x1000; i += 4)
{
mmio->Register(base | i,
MMIO::ReadToSmaller<u32>(mmio, base | i, base | (i + 2)),
MMIO::WriteToSmaller<u32>(mmio, base | i, base | (i + 2))
);
}
}
}
void SetRegionReg(char region)

View File

@ -272,7 +272,7 @@ void DMainWindow::UpdateIcons()
// Help menu
void DMainWindow::OnOpenWebsite()
{
QDesktopServices::openUrl(QUrl(SL("https://dolphin-emu.org/")));
QDesktopServices::openUrl(QUrl(SL("https://dolphin-emu.org/")));
}
void DMainWindow::OnOpenDocs()

View File

@ -21,8 +21,8 @@ static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = nullptr;
static bool s_glxError;
static int ctxErrorHandler(Display *dpy, XErrorEvent *ev)
{
s_glxError = true;
return 0;
s_glxError = true;
return 0;
}
void cInterfaceGLX::SwapInterval(int Interval)

View File

@ -29,5 +29,5 @@ void DoCPState(PointerWrap& p)
void CopyPreprocessCPStateFromMain()
{
memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
memcpy(&g_preprocess_cp_state, &g_main_cp_state, sizeof(CPState));
}

View File

@ -237,13 +237,13 @@ class VertexLoaderBase;
// STATE_TO_SAVE
struct CPState final
{
u32 array_bases[16];
u32 array_strides[16];
TMatrixIndexA matrix_index_a;
TMatrixIndexB matrix_index_b;
TVtxDesc vtx_desc;
// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
VAT vtx_attr[8];
u32 array_bases[16];
u32 array_strides[16];
TMatrixIndexA matrix_index_a;
TMatrixIndexB matrix_index_b;
TVtxDesc vtx_desc;
// Most games only use the first VtxAttr and simply reconfigure it all the time as needed.
VAT vtx_attr[8];
// Attributes that actually belong to VertexLoaderManager:
BitSet32 attr_dirty;

View File

@ -226,8 +226,8 @@ void PixelShaderManager::SetZTextureTypeChanged()
break;
default:
break;
}
dirty = true;
}
dirty = true;
}
void PixelShaderManager::SetTexCoordChanged(u8 texmapid)

View File

@ -144,7 +144,7 @@ void TextureCache::Cleanup()
while (iter != tcend)
{
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount &&
// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
!iter->second->IsEfbCopy())
{
delete iter->second;