wined3d: Fix some more indentation.
Henri Verbeet
hverbeet at codeweavers.com
Wed May 6 03:05:45 CDT 2009
6 space this time.
---
dlls/wined3d/pixelshader.c | 156 +++++++++++++++++++++---------------------
dlls/wined3d/vertexshader.c | 116 ++++++++++++++++----------------
2 files changed, 135 insertions(+), 137 deletions(-)
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 5dcd5ae..9335789 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -120,84 +120,84 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
return WINED3D_OK;
}
-static void pshader_set_limits(
- IWineD3DPixelShaderImpl *This) {
-
- This->baseShader.limits.attributes = 0;
- This->baseShader.limits.address = 0;
- This->baseShader.limits.packed_output = 0;
-
- switch (This->baseShader.reg_maps.shader_version)
- {
- case WINED3DPS_VERSION(1,0):
- case WINED3DPS_VERSION(1,1):
- case WINED3DPS_VERSION(1,2):
- case WINED3DPS_VERSION(1,3):
- This->baseShader.limits.temporary = 2;
- This->baseShader.limits.constant_float = 8;
- This->baseShader.limits.constant_int = 0;
- This->baseShader.limits.constant_bool = 0;
- This->baseShader.limits.texcoord = 4;
- This->baseShader.limits.sampler = 4;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- break;
-
- case WINED3DPS_VERSION(1,4):
- This->baseShader.limits.temporary = 6;
- This->baseShader.limits.constant_float = 8;
- This->baseShader.limits.constant_int = 0;
- This->baseShader.limits.constant_bool = 0;
- This->baseShader.limits.texcoord = 6;
- This->baseShader.limits.sampler = 6;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- break;
-
- /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
- case WINED3DPS_VERSION(2,0):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- break;
-
- case WINED3DPS_VERSION(2,1):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 16;
- break;
-
- case WINED3DPS_VERSION(3,0):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 224;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 0;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 12;
- This->baseShader.limits.label = 16; /* FIXME: 2048 */
- break;
-
- default: This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- FIXME("Unrecognized pixel shader version %#x\n",
- This->baseShader.reg_maps.shader_version);
- }
+static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
+{
+ This->baseShader.limits.attributes = 0;
+ This->baseShader.limits.address = 0;
+ This->baseShader.limits.packed_output = 0;
+
+ switch (This->baseShader.reg_maps.shader_version)
+ {
+ case WINED3DPS_VERSION(1,0):
+ case WINED3DPS_VERSION(1,1):
+ case WINED3DPS_VERSION(1,2):
+ case WINED3DPS_VERSION(1,3):
+ This->baseShader.limits.temporary = 2;
+ This->baseShader.limits.constant_float = 8;
+ This->baseShader.limits.constant_int = 0;
+ This->baseShader.limits.constant_bool = 0;
+ This->baseShader.limits.texcoord = 4;
+ This->baseShader.limits.sampler = 4;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ break;
+
+ case WINED3DPS_VERSION(1,4):
+ This->baseShader.limits.temporary = 6;
+ This->baseShader.limits.constant_float = 8;
+ This->baseShader.limits.constant_int = 0;
+ This->baseShader.limits.constant_bool = 0;
+ This->baseShader.limits.texcoord = 6;
+ This->baseShader.limits.sampler = 6;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ break;
+
+ /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
+ case WINED3DPS_VERSION(2,0):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ break;
+
+ case WINED3DPS_VERSION(2,1):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 16;
+ break;
+
+ case WINED3DPS_VERSION(3,0):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 224;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 0;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 12;
+ This->baseShader.limits.label = 16; /* FIXME: 2048 */
+ break;
+
+ default:
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ FIXME("Unrecognized pixel shader version %#x\n",
+ This->baseShader.reg_maps.shader_version);
+ }
}
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 04c67db..8bc2c5d 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -34,69 +34,67 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
-static void vshader_set_limits(
- IWineD3DVertexShaderImpl *This) {
-
- This->baseShader.limits.texcoord = 0;
- This->baseShader.limits.attributes = 16;
- This->baseShader.limits.packed_input = 0;
-
- switch (This->baseShader.reg_maps.shader_version)
- {
- case WINED3DVS_VERSION(1,0):
- case WINED3DVS_VERSION(1,1):
- This->baseShader.limits.temporary = 12;
- This->baseShader.limits.constant_bool = 0;
- This->baseShader.limits.constant_int = 0;
- This->baseShader.limits.address = 1;
- This->baseShader.limits.packed_output = 0;
- This->baseShader.limits.sampler = 0;
- This->baseShader.limits.label = 0;
- /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
- * on a vs_3_0 capable card that has 256 constants?
- */
- This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
- break;
-
- case WINED3DVS_VERSION(2,0):
- case WINED3DVS_VERSION(2,1):
- This->baseShader.limits.temporary = 12;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.address = 1;
- This->baseShader.limits.packed_output = 0;
- This->baseShader.limits.sampler = 0;
- This->baseShader.limits.label = 16;
- This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
- break;
-
- case WINED3DVS_VERSION(3,0):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_bool = 32;
- This->baseShader.limits.constant_int = 32;
- This->baseShader.limits.address = 1;
- This->baseShader.limits.packed_output = 12;
- This->baseShader.limits.sampler = 4;
- This->baseShader.limits.label = 16; /* FIXME: 2048 */
- /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
- * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
- * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
- * use constant buffers
- */
- This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
- break;
-
- default: This->baseShader.limits.temporary = 12;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.address = 1;
- This->baseShader.limits.packed_output = 0;
- This->baseShader.limits.sampler = 0;
- This->baseShader.limits.label = 16;
- This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
- FIXME("Unrecognized vertex shader version %#x\n",
- This->baseShader.reg_maps.shader_version);
- }
+static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
+{
+ This->baseShader.limits.texcoord = 0;
+ This->baseShader.limits.attributes = 16;
+ This->baseShader.limits.packed_input = 0;
+
+ switch (This->baseShader.reg_maps.shader_version)
+ {
+ case WINED3DVS_VERSION(1,0):
+ case WINED3DVS_VERSION(1,1):
+ This->baseShader.limits.temporary = 12;
+ This->baseShader.limits.constant_bool = 0;
+ This->baseShader.limits.constant_int = 0;
+ This->baseShader.limits.address = 1;
+ This->baseShader.limits.packed_output = 0;
+ This->baseShader.limits.sampler = 0;
+ This->baseShader.limits.label = 0;
+ /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
+ * on a vs_3_0 capable card that has 256 constants? */
+ This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
+ break;
+
+ case WINED3DVS_VERSION(2,0):
+ case WINED3DVS_VERSION(2,1):
+ This->baseShader.limits.temporary = 12;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.address = 1;
+ This->baseShader.limits.packed_output = 0;
+ This->baseShader.limits.sampler = 0;
+ This->baseShader.limits.label = 16;
+ This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
+ break;
+
+ case WINED3DVS_VERSION(3,0):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_bool = 32;
+ This->baseShader.limits.constant_int = 32;
+ This->baseShader.limits.address = 1;
+ This->baseShader.limits.packed_output = 12;
+ This->baseShader.limits.sampler = 4;
+ This->baseShader.limits.label = 16; /* FIXME: 2048 */
+ /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
+ * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
+ * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
+ * use constant buffers */
+ This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
+ break;
+
+ default:
+ This->baseShader.limits.temporary = 12;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.address = 1;
+ This->baseShader.limits.packed_output = 0;
+ This->baseShader.limits.sampler = 0;
+ This->baseShader.limits.label = 16;
+ This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
+ FIXME("Unrecognized vertex shader version %#x\n",
+ This->baseShader.reg_maps.shader_version);
+ }
}
/* This is an internal function,
--
1.6.0.6
--------------020206020301050804010006--
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