nv2a/glsl: Clean up some whitespace

This commit is contained in:
Matt Borgerson 2025-06-28 00:08:46 -07:00 committed by mborgerson
parent df4d8cc027
commit 0e29758036
1 changed files with 8 additions and 18 deletions

View File

@ -230,8 +230,6 @@ static const char* out_reg_name[] = {
"A0.x",
};
// Retrieves a number of bits in the instruction token
static int vsh_get_from_token(const uint32_t *shader_token,
uint8_t subtoken,
@ -250,7 +248,6 @@ uint8_t vsh_get_field(const uint32_t *shader_token, VshFieldName field_name)
field_mapping[field_name].bit_length));
}
// Converts the C register address to disassembly format
static int16_t convert_c_register(const int16_t c_reg)
{
@ -259,9 +256,7 @@ static int16_t convert_c_register(const int16_t c_reg)
return r; //FIXME: = c_reg?!
}
static MString* decode_swizzle(const uint32_t *shader_token,
static MString *decode_swizzle(const uint32_t *shader_token,
VshFieldName swizzle_field)
{
const char* swizzle_str = "xyzw";
@ -299,10 +294,9 @@ static MString* decode_swizzle(const uint32_t *shader_token,
}
}
static MString* decode_opcode_input(const uint32_t *shader_token,
static MString *decode_opcode_input(const uint32_t *shader_token,
VshParameterType param,
VshFieldName neg_field,
int reg_num)
VshFieldName neg_field, int reg_num)
{
/* This function decodes a vertex shader opcode parameter into a string.
* Input A, B or C is controlled via the Param and NEG fieldnames,
@ -352,13 +346,10 @@ static MString* decode_opcode_input(const uint32_t *shader_token,
return ret_str;
}
static MString* decode_opcode(const uint32_t *shader_token,
VshOutputMux out_mux,
uint32_t mask,
const char *opcode,
const char *inputs,
MString** suffix)
static MString *decode_opcode(const uint32_t *shader_token,
VshOutputMux out_mux, uint32_t mask,
const char *opcode, const char *inputs,
MString **suffix)
{
MString *ret = mstring_new();
int reg_num = vsh_get_field(shader_token, FLD_OUT_R);
@ -440,8 +431,7 @@ static MString* decode_opcode(const uint32_t *shader_token,
return ret;
}
static MString* decode_token(const uint32_t *shader_token)
static MString *decode_token(const uint32_t *shader_token)
{
MString *ret;