[PATCH 5/5] wined3d: Remove trailing spaces.

Henri Verbeet hverbeet at codeweavers.com
Thu Aug 27 03:04:56 CDT 2009


---
 dlls/wined3d/arb_program_shader.c |    9 +++---
 dlls/wined3d/device.c             |    5 ++-
 dlls/wined3d/directx.c            |   15 +++++------
 dlls/wined3d/drawprim.c           |    2 +-
 dlls/wined3d/glsl_shader.c        |   50 +++++++++++++++++-------------------
 dlls/wined3d/stateblock.c         |   15 ++++------
 dlls/wined3d/surface.c            |    2 +-
 dlls/wined3d/vertexshader.c       |    2 +-
 dlls/wined3d/wined3d_main.c       |    2 +-
 dlls/wined3d/wined3d_private.h    |   32 +++++++++++------------
 10 files changed, 63 insertions(+), 71 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index edef107..dd35113 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -265,10 +265,9 @@ struct shader_arb_priv
  * ARB_[vertex/fragment]_program helper functions follow
  ********************************************************/
 
-/** 
- * Loads floating point constants into the currently set ARB_vertex/fragment_program.
+/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
  * When constant_list == NULL, it will load all the constants.
- *  
+ *
  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
  */
@@ -529,8 +528,8 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
 
 /**
  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
- * 
- * We only support float constants in ARB at the moment, so don't 
+ *
+ * We only support float constants in ARB at the moment, so don't
  * worry about the Integers or Booleans
  */
 /* GL locking is done by the caller (state handler) */
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index edfe627..58e3b69 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4178,7 +4178,7 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
 
             if( !doClip ||
                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
-                  (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && 
+                  (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
                   ( rhw > eps ) ) ) {
 
                 /* "Normal" viewport transformation (not clipped)
@@ -4303,7 +4303,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
             }
         }
 
-        if (DestFVF & WINED3DFVF_SPECULAR) { 
+        if (DestFVF & WINED3DFVF_SPECULAR)
+        {
             /* What's the color value in the feedback buffer? */
             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
             const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 64f04fc..785b2e2 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2457,10 +2457,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
     return WINED3DERR_NOTAVAILABLE;
 }
 
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
-                                                       WINED3DFORMAT SurfaceFormat,
-                                                       BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD*   pQualityLevels) {
-
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
+        WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
+{
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
     const struct GlPixelFormatDesc *glDesc;
     const struct WineD3DAdapter *adapter;
@@ -3144,9 +3143,10 @@ static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const s
     return FALSE;
 }
 
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, 
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
-        WINED3DSURFTYPE SurfaceType) {
+        WINED3DSURFTYPE SurfaceType)
+{
     IWineD3DImpl *This = (IWineD3DImpl *)iface;
     struct WineD3DAdapter *adapter = &This->adapters[Adapter];
     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
@@ -4050,14 +4050,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     pCaps->MaxPointSize    = GL_LIMITS(pointsize);
 
 
+    /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
                                   WINED3DVTXPCAPS_LOCALVIEWER       |
                                   WINED3DVTXPCAPS_VERTEXFOG         |
                                   WINED3DVTXPCAPS_TEXGEN;
-                                  /* FIXME: Add 
-                                     D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
 
     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
     pCaps->MaxVertexIndex      = 0xFFFFF;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 5627b90..5a2c7e7 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -699,7 +699,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
 #ifdef SHOW_FRAME_MAKEUP
     {
         static long int primCounter = 0;
-        /* NOTE: set primCounter to the value reported by drawprim 
+        /* NOTE: set primCounter to the value reported by drawprim
            before you want to to write frame makeup to /tmp */
         if (primCounter >= 0) {
             WINED3DLOCKED_RECT r;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index bc9b4f5..8aae5f5 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1,7 +1,7 @@
 /*
  * GLSL pixel and vertex shader implementation
  *
- * Copyright 2006 Jason Green 
+ * Copyright 2006 Jason Green
  * Copyright 2006-2007 Henri Verbeet
  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
  * Copyright 2009 Henri Verbeet for CodeWeavers
@@ -940,7 +940,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         }
     }
 
-    /* Declare texture samplers */ 
+    /* Declare texture samplers */
     for (i = 0; i < This->baseShader.limits.sampler; i++) {
         if (reg_maps->sampler_type[i])
         {
@@ -1104,22 +1104,22 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i
 
 /** Used for opcode modifiers - They multiply the result by the specified amount */
 static const char * const shift_glsl_tab[] = {
-    "",           /*  0 (none) */ 
-    "2.0 * ",     /*  1 (x2)   */ 
-    "4.0 * ",     /*  2 (x4)   */ 
-    "8.0 * ",     /*  3 (x8)   */ 
-    "16.0 * ",    /*  4 (x16)  */ 
-    "32.0 * ",    /*  5 (x32)  */ 
-    "",           /*  6 (x64)  */ 
-    "",           /*  7 (x128) */ 
-    "",           /*  8 (d256) */ 
-    "",           /*  9 (d128) */ 
-    "",           /* 10 (d64)  */ 
-    "",           /* 11 (d32)  */ 
-    "0.0625 * ",  /* 12 (d16)  */ 
-    "0.125 * ",   /* 13 (d8)   */ 
-    "0.25 * ",    /* 14 (d4)   */ 
-    "0.5 * "      /* 15 (d2)   */ 
+    "",           /*  0 (none) */
+    "2.0 * ",     /*  1 (x2)   */
+    "4.0 * ",     /*  2 (x4)   */
+    "8.0 * ",     /*  3 (x8)   */
+    "16.0 * ",    /*  4 (x16)  */
+    "32.0 * ",    /*  5 (x32)  */
+    "",           /*  6 (x64)  */
+    "",           /*  7 (x128) */
+    "",           /*  8 (d256) */
+    "",           /*  9 (d128) */
+    "",           /* 10 (d64)  */
+    "",           /* 11 (d32)  */
+    "0.0625 * ",  /* 12 (d16)  */
+    "0.125 * ",   /* 13 (d8)   */
+    "0.25 * ",    /* 14 (d4)   */
+    "0.5 * "      /* 15 (d2)   */
 };
 
 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
@@ -1777,9 +1777,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
 }
 
 /*****************************************************************************
- * 
  * Begin processing individual instruction opcodes
- * 
  ****************************************************************************/
 
 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
@@ -2264,8 +2262,8 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
             src0_param.param_str, src1_param.param_str, src2_param.param_str);
 }
 
-/** Handles transforming all WINED3DSIO_M?x? opcodes for 
-    Vertex shaders to GLSL codes */
+/* Handles transforming all WINED3DSIO_M?x? opcodes for
+   Vertex shaders to GLSL codes */
 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
 {
     int i;
@@ -2321,7 +2319,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
 }
 
 /**
-    The LRP instruction performs a component-wise linear interpolation 
+    The LRP instruction performs a component-wise linear interpolation
     between the second and third operands using the first operand as the
     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
     This is equivalent to mix(src2, src1, src0);
@@ -2418,7 +2416,7 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
- * 
+ *
  * dst.x = cos(src0.?)
  * dst.y = sin(src0.?)
  * dst.z = dst.z
@@ -3037,7 +3035,7 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
     current_state->current_row = 0;
 }
 
-/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL 
+/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
 {
@@ -3068,7 +3066,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
     current_state->current_row = 0;
 }
 
-/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL 
+/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
 {
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index abdb333..239b777 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -31,11 +31,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
  * Stateblock helper functions follow
  **************************************/
 
-/** Allocates the correct amount of space for pixel and vertex shader constants, 
+/* Allocates the correct amount of space for pixel and vertex shader constants,
  * along with their set/changed flags on the given stateblock object
  */
-HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
-    
+HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object)
+{
     IWineD3DStateBlockImpl *This = object;
 
     /* Allocate space for floating point constants */
@@ -113,11 +113,8 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size)
 }
 
 /** Set all members of a stateblock savedstate to the given value */
-void stateblock_savedstates_set(
-    IWineD3DStateBlock* iface,
-    SAVEDSTATES* states,
-    BOOL value) {
-    
+void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value)
+{
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
     unsigned bsize = sizeof(BOOL);
 
@@ -228,7 +225,7 @@ void stateblock_copy(
     memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
     memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
     memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
-    
+
     memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
     memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
     memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 6705449..cce613c 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2973,7 +2973,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
     }
 
     if(override) {
-        /* DDraw sets this for the X11 surfaces, so don't confuse the user 
+        /* DDraw sets this for the X11 surfaces, so don't confuse the user
          * FIXME("(%p) Target override is not supported by now\n", This);
          * Additionally, it isn't really possible to support triple-buffering
          * properly on opengl at all
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 6348e1c..d24ecd6 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -186,7 +186,7 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
 
 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
     IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    
+
     *parent = This->parent;
     IUnknown_AddRef(*parent);
     TRACE("(%p) : returning %p\n", This, *parent);
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index fa3c163..bdb544a 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -44,7 +44,7 @@ CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0};
 
 /* When updating default value here, make sure to update winecfg as well,
  * where appropriate. */
-wined3d_settings_t wined3d_settings = 
+wined3d_settings_t wined3d_settings =
 {
     VS_HW,          /* Hardware by default */
     PS_HW,          /* Hardware by default */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e5bd086..8dbac4e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -242,7 +242,7 @@ static inline float float_24_to_32(DWORD in)
 }
 
 /**
- * Settings 
+ * Settings
  */
 #define VS_NONE    0
 #define VS_HW      1
@@ -969,8 +969,8 @@ extern const float identity[16];
 /* Trace information per-vertex: (extremely high amount of trace) */
 #if 0 /* NOTE: Must be 0 in cvs */
 # define VTRACE(A) TRACE A
-#else 
-# define VTRACE(A) 
+#else
+# define VTRACE(A)
 #endif
 
 /* TODO: Confirm each of these works when wined3d move completed */
@@ -983,21 +983,21 @@ extern const float identity[16];
       the file is deleted                                                                            */
 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
 #  define SINGLE_FRAME_DEBUGGING
-# endif  
+# endif
   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
-     It can only be enabled when FRAME_DEBUGGING is also enabled                               
-     The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
+     It can only be enabled when FRAME_DEBUGGING is also enabled
+     The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
      array is drawn.                                                                            */
-# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
+# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
 #  define SHOW_FRAME_MAKEUP 1
-# endif  
+# endif
   /* The following, when enabled, lets you see the makeup of the all the textures used during each
      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
-     The contents of the textures assigned to each stage are written into 
+     The contents of the textures assigned to each stage are written into
      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
 #  define SHOW_TEXTURE_MAKEUP 0
-# endif  
+# endif
 extern BOOL isOn;
 extern BOOL isDumpingFrames;
 extern LONG primCounter;
@@ -2362,7 +2362,7 @@ typedef struct IWineD3DQueryImpl
 {
     const IWineD3DQueryVtbl  *lpVtbl;
     LONG                      ref;     /* Note: Ref counting not required */
-    
+
     IUnknown                 *parent;
     /*TODO: replace with iface usage */
 #if 0
@@ -2376,8 +2376,6 @@ typedef struct IWineD3DQueryImpl
     WINED3DQUERYTYPE         type;
     /* TODO: Think about using a IUnknown instead of a void* */
     void                     *extendedData;
-    
-  
 } IWineD3DQueryImpl;
 
 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
@@ -2498,7 +2496,7 @@ struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwa
 #define DEFAULT_REFRESH_RATE 0
 
 /*****************************************************************************
- * Utility function prototypes 
+ * Utility function prototypes
  */
 
 /* Trace routines */
@@ -2576,8 +2574,8 @@ typedef struct SHADER_LIMITS {
     unsigned int label;
 } SHADER_LIMITS;
 
-/** Keeps track of details for TEX_M#x# shader opcodes which need to 
-    maintain state information between multiple codes */
+/* Keeps track of details for TEX_M#x# shader opcodes which need to
+ * maintain state information between multiple codes */
 typedef struct SHADER_PARSE_STATE {
     unsigned int current_row;
     DWORD texcoord_w[2];
@@ -2725,7 +2723,7 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
  * IDirect3DVertexShader implementation structures
  */
 typedef struct IWineD3DVertexShaderImpl {
-    /* IUnknown parts*/   
+    /* IUnknown parts */
     const IWineD3DVertexShaderVtbl *lpVtbl;
 
     /* IWineD3DBaseShader */
-- 
1.6.0.6




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