From dc8479928c5aee4c6ad6fe4f59006fb604cee701 Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Sun, 18 Sep 2016 09:38:01 +0900 Subject: Sources: Run clang-format on everything. --- src/video_core/shader/shader.cpp | 39 ++++++++++++++++++++------------------- 1 file changed, 20 insertions(+), 19 deletions(-) (limited to 'src/video_core/shader/shader.cpp') diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index f565e2c91..852c5a9a0 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -46,10 +46,8 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) { const auto& output_register_map = g_state.regs.vs_output_attributes[index]; - u32 semantics[4] = { - output_register_map.map_x, output_register_map.map_y, - output_register_map.map_z, output_register_map.map_w - }; + u32 semantics[4] = {output_register_map.map_x, output_register_map.map_y, + output_register_map.map_z, output_register_map.map_w}; for (unsigned comp = 0; comp < 4; ++comp) { float24* out = ((float24*)&ret) + semantics[comp]; @@ -65,19 +63,20 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) { index++; } - // The hardware takes the absolute and saturates vertex colors like this, *before* doing interpolation + // The hardware takes the absolute and saturates vertex colors like this, *before* doing + // interpolation for (unsigned i = 0; i < 4; ++i) { - ret.color[i] = float24::FromFloat32( - std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); + ret.color[i] = float24::FromFloat32(std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); } LOG_TRACE(HW_GPU, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " - "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", - ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), - ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), - ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), - ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), - ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); + "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", + ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), + ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), + ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(), + ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), + ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), ret.view.x.ToFloat32(), + ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); return ret; } @@ -96,8 +95,9 @@ void ClearCache() { void ShaderSetup::Setup() { #ifdef ARCHITECTURE_x86_64 if (VideoCore::g_shader_jit_enabled) { - u64 cache_key = (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ - Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data))); + u64 cache_key = + (Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^ + Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data))); auto iter = shader_map.find(cache_key); if (iter != shader_map.end()) { @@ -127,7 +127,7 @@ void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num const auto& attribute_register_map = config.input_register_map; for (unsigned i = 0; i < num_attributes; i++) - state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; + state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; state.conditional_code[0] = false; state.conditional_code[1] = false; @@ -140,10 +140,11 @@ void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num #else RunInterpreter(setup, state, config.main_offset); #endif // ARCHITECTURE_x86_64 - } -DebugData ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, const Regs::ShaderConfig& config, const ShaderSetup& setup) { +DebugData ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes, + const Regs::ShaderConfig& config, + const ShaderSetup& setup) { UnitState state; state.debug.max_offset = 0; @@ -155,7 +156,7 @@ DebugData ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_ boost::fill(state.registers.input, &dummy_register); for (unsigned i = 0; i < num_attributes; i++) - state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; + state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i]; state.conditional_code[0] = false; state.conditional_code[1] = false; -- cgit v1.2.3