Matteo Bruni : wined3d: Slightly improve formatting of generated GLSL shader interfaces.
Alexandre Julliard
julliard at winehq.org
Tue Jun 5 17:06:41 CDT 2018
Module: wine
Branch: master
Commit: 05c6692471b699bf7cf7579977bcc2f8dbd4f67b
URL: https://source.winehq.org/git/wine.git/?a=commit;h=05c6692471b699bf7cf7579977bcc2f8dbd4f67b
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Mon Jun 4 20:32:28 2018 +0200
wined3d: Slightly improve formatting of generated GLSL shader interfaces.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 3692a27..d6615d7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2174,9 +2174,9 @@ static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_inte
switch (mode)
{
case WINED3DSIM_CONSTANT:
- return "flat";
+ return "flat ";
case WINED3DSIM_LINEAR_NOPERSPECTIVE:
- return "noperspective";
+ return "noperspective ";
default:
FIXME("Unhandled interpolation mode %#x.\n", mode);
case WINED3DSIM_NONE:
@@ -2207,7 +2207,7 @@ static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_i
for (i = 0; i < element_count; ++i)
{
mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
- shader_addline(buffer, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
+ shader_addline(buffer, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
}
shader_addline(buffer, "} shader_in;\n");
}
@@ -2242,7 +2242,7 @@ static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_
mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
}
- shader_addline(buffer, "%s vec4 reg%u;\n", interpolation_qualifiers, i);
+ shader_addline(buffer, " %svec4 reg%u;\n", interpolation_qualifiers, i);
}
shader_addline(buffer, "} shader_out;\n");
}
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