Better style in nv2a

This commit is contained in:
Jannik Vogel 2015-07-16 10:37:57 +02:00
parent dd935fffa6
commit f8ace72667
2 changed files with 17 additions and 15 deletions

View File

@ -926,8 +926,8 @@ static void gl_debug_label(GLenum target, GLuint name, const char *fmt, ...)
# define NV097_SET_SHADER_STAGE_PROGRAM 0x00971E70
# define NV097_SET_SHADER_OTHER_STAGE_INPUT 0x00971E78
# define NV097_SET_TRANSFORM_EXECUTION_MODE 0x00971E94
# define NV_097_SET_TRANSFORM_EXECUTION_MODE_MODE 0x00000003
# define NV_097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE 0xFFFFFFFC
# define NV097_SET_TRANSFORM_EXECUTION_MODE_MODE 0x00000003
# define NV097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE 0xFFFFFFFC
# define NV097_SET_TRANSFORM_PROGRAM_CXT_WRITE_EN 0x00971E98
# define NV097_SET_TRANSFORM_PROGRAM_LOAD 0x00971E9C
# define NV097_SET_TRANSFORM_PROGRAM_START 0x00971EA0
@ -2057,7 +2057,7 @@ static TextureBinding* generate_texture(const TextureShape s,
glBindTexture(gl_target, gl_texture);
NV2A_GL_DLABEL(GL_TEXTURE, gl_texture,
"format: 0x%02X%s, width: %i",
"format: 0x%02X%s, width: %d",
s.color_format, f.linear ? "" : " (SZ)", s.width);
if (f.linear) {
@ -2761,7 +2761,7 @@ static ShaderBinding* generate_shaders(const ShaderState state)
static void pgraph_bind_shaders(PGRAPHState *pg)
{
int i;
int i, j;
bool vertex_program = GET_MASK(pg->regs[NV_PGRAPH_CSV0_D],
NV_PGRAPH_CSV0_D_MODE) == 2;
@ -2831,8 +2831,8 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
for (i = 0; i < 4; i++) {
state.rect_tex[i] = false;
bool enabled = GET_MASK(pg->regs[NV_PGRAPH_TEXCTL0_0 + i*4],
NV_PGRAPH_TEXCTL0_0_ENABLE);
bool enabled = pg->regs[NV_PGRAPH_TEXCTL0_0 + i*4]
& NV_PGRAPH_TEXCTL0_0_ENABLE;
unsigned int color_format =
GET_MASK(pg->regs[NV_PGRAPH_TEXFMT0 + i*4],
NV_PGRAPH_TEXFMT0_COLOR);
@ -2881,7 +2881,6 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
constant[1] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
}
int j;
for (j = 0; j < 2; j++) {
GLint loc = pg->shader_binding->psh_constant_loc[i][j];
if (loc != -1) {
@ -2919,8 +2918,9 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
GLint comLoc = glGetUniformLocation(pg->shader_binding->gl_program,
"composite");
assert(comLoc != -1);
glUniformMatrix4fv(comLoc, 1, GL_FALSE, pg->composite_matrix);
if (comLoc != -1) {
glUniformMatrix4fv(comLoc, 1, GL_FALSE, pg->composite_matrix);
}
/* estimate the viewport by assuming it matches the surface ... */
float m11 = 0.5 * pg->surface_shape.clip_width;
@ -2931,7 +2931,6 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
float m43 = zclip_min;
//float m44 = 1.0;
if (m33 == 0.0) {
m33 = 1.0;
}
@ -2944,8 +2943,9 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
GLint view_loc = glGetUniformLocation(pg->shader_binding->gl_program,
"invViewport");
assert(view_loc != -1);
glUniformMatrix4fv(view_loc, 1, GL_FALSE, &invViewport[0]);
if (view_loc != -1) {
glUniformMatrix4fv(view_loc, 1, GL_FALSE, &invViewport[0]);
}
} else if (vertex_program) {
/* update vertex program constants */
@ -4748,9 +4748,11 @@ static void pgraph_method(NV2AState *d,
case NV097_SET_TRANSFORM_EXECUTION_MODE:
SET_MASK(pg->regs[NV_PGRAPH_CSV0_D], NV_PGRAPH_CSV0_D_MODE,
GET_MASK(parameter, NV_097_SET_TRANSFORM_EXECUTION_MODE_MODE));
GET_MASK(parameter,
NV097_SET_TRANSFORM_EXECUTION_MODE_MODE));
SET_MASK(pg->regs[NV_PGRAPH_CSV0_D], NV_PGRAPH_CSV0_D_RANGE_MODE,
GET_MASK(parameter, NV_097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE));
GET_MASK(parameter,
NV097_SET_TRANSFORM_EXECUTION_MODE_RANGE_MODE));
break;
case NV097_SET_TRANSFORM_PROGRAM_CXT_WRITE_EN:
pg->enable_vertex_program_write = parameter;

View File

@ -90,4 +90,4 @@ QString* vsh_translate(uint16_t version,
char output_prefix);
#endif
#endif