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



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