Henri Verbeet : wined3d: Fix some more 3 space indentation.
Alexandre Julliard
julliard at winehq.org
Wed Apr 8 10:05:33 CDT 2009
Module: wine
Branch: master
Commit: 375780a5a845baaf61bebca165008936372cb66e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=375780a5a845baaf61bebca165008936372cb66e
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Apr 8 08:35:06 2009 +0200
wined3d: Fix some more 3 space indentation.
---
dlls/wined3d/glsl_shader.c | 74 ++++++++++++++++++++++----------------------
1 files changed, 37 insertions(+), 37 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f367e1f..10f1b4f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2996,48 +2996,48 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
{
- unsigned int i;
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
+ unsigned int i;
+ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- for (i = 0; i < MAX_REG_INPUT; i++) {
+ for (i = 0; i < MAX_REG_INPUT; ++i)
+ {
+ DWORD usage_token = semantics_in[i].usage;
+ DWORD usage, usage_idx;
+ char reg_mask[6];
- DWORD usage_token = semantics_in[i].usage;
- DWORD usage, usage_idx;
- char reg_mask[6];
+ /* Uninitialized */
+ if (!usage_token) continue;
+ usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
+ usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
+ shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
- /* Uninitialized */
- if (!usage_token) continue;
- usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
- usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
- shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
+ switch (usage)
+ {
+ case WINED3DDECLUSAGE_TEXCOORD:
+ if (usage_idx < 8 && vertexprocessing == pretransformed)
+ shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
+ This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
+ else
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ break;
- switch(usage) {
+ case WINED3DDECLUSAGE_COLOR:
+ if (usage_idx == 0)
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ else if (usage_idx == 1)
+ shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ else
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ break;
- case WINED3DDECLUSAGE_TEXCOORD:
- if(usage_idx < 8 && vertexprocessing == pretransformed) {
- shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
- This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
- } else {
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
- This->input_reg_map[i], reg_mask, reg_mask);
- }
- break;
-
- case WINED3DDECLUSAGE_COLOR:
- if (usage_idx == 0)
- shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
- This->input_reg_map[i], reg_mask, reg_mask);
- else if (usage_idx == 1)
- shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
- This->input_reg_map[i], reg_mask, reg_mask);
- else
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
- This->input_reg_map[i], reg_mask, reg_mask);
- break;
-
- default:
- shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
- This->input_reg_map[i], reg_mask, reg_mask);
+ default:
+ shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+ This->input_reg_map[i], reg_mask, reg_mask);
+ break;
}
}
}
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